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Title ▲ |
Publisher |
Price |
What would happen if a fantasy world of dragons, elves, and fairies suddenly appeared in our real world?
Enter the world of Amethyst, a work of fiction dealing with real issues facing us here and now. The art has been created to realistically depict this setting.
This book is a visual history of the relationship of a single game designer and an artist and the fruits of their collaboration over... [click here for more] |
Dias Ex Machina Games |
$9.99
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"Is Pugmire a joke? No. Because it can be so much more."
- Eddy Webb
Since the release of Pugmire, creator Eddy Webb has gotten a lot of questions. Is Pugmire a “funny” game? Can I play my favorite dog? What products inspired the game? How can I make my Pugmire game as authentic as possible?
Collecting a variety of internal documents, email exchanges, blog posts,... [click here for more] |
Onyx Path Publishing |
$3.99
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The revolution in tabletop gaming revealed and reviewed, in this entertaining and informative look at over 40 years of award-winning games.
The annual Spiel des Jahres (Game of the Year) Awards are like the Oscars of the tabletop. Acclaimed British author and games expert James Wallis investigates the winners and losers of each year’s contest to track the incredible explosion in... [click here for more] |
Aconyte Books |
$19.95
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The 14 essays in Game on, Hollywood! take on several points of game and film intersection.
They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities... [click here for more] |
McFarland |
$15.99
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In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes.
The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually. ... [click here for more] |
McFarland |
$12.99
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Since its official release in 2011, Minecraft has sold over 48 million copies across all gaming platforms.
The premise of Minecraft is simple: destroy, collect, build and interact in a world made entirely of colored cubes. Unlike Lego blocks or other construction toys, Minecraft's digital play space allows for virtually limitless creation without the cost and limitations of physical building materials.... [click here for more] |
McFarland |
$9.99
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Celebrating the role that board games hold in our lives, celebrities, industry professionals and lifelong gamers share the remarkable and personal stories of their profound love for gaming.
People want to feel good about their passions, their hobbies included. People want to talk about them, and to listen to others who share their enthusiasm. This book celebrates that sense of affinity... [click here for more] |
Aconyte Books |
$14.95
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Essays on Virtual Identity, Work and Play
This collection of new essays explores issues of identity, work and play in the virtual world of Second Life (SL). Fourteen women discuss their experiences. Topics include teaching in Second Life, becoming an SL journalist, and using SL as a means to bring human rights to health care; exploring issues of identity and gender such as performing the role of digital... [click here for more] |
McFarland |
$13.99
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