 | Dave Szulborski - Games - 2005 - 377 pages
Imagine a world of mystery and excitement, adventure and fantasy, waiting for you to explore. A world that reacts to your every move, with characters and companies that talk to ... | |
 | Noah Wardrip-Fruin, Pat Harrigan - Computers - 2007 - 408 pages
Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions ... | |
 | Games - 2003 - 95 pages
"Yu-Gi-Oh! Rule Book" is the ultimate source of information for this awesome trading card game. Prima provides the official rules for all levels of play, expert strategies on ... | |
 | Tracy Fullerton - Computers - 2008 - 470 pages
Now fully updated, this design workshop examines the fundamental elements of game design; then puts readers to work in prototyping, playtesting, and redesigning their own games ... | |
 | Lizzie Stark - Games - 2012 - 272 pages
Exposing a subculture only beginning to enter the imagination of mainstream America, this is the story of live action role-playing (LARP) games. A hybrid of games—such as ... | |
 | Jesper Juul - Games - 2005 - 233 pages
Video games as both a departure from and a development of traditional games; an analysis of the interaction between rules and fiction in video games. | |
 | Adriana De Souza E Silva - Games - 2009 - 371 pages
The convergence of smartphones, GPS, the Internet, and social networks has given rise to a playful, educational, and social media known as location-based and hybrid reality ... | |
 | Dan Birlew - Games - 2001 - 272 pages
With this guide, gamers can augment their game play. Complete walkthroughs and all the maps help players navigate the game. Character descriptions, and complete lists of items ... | |
 | Jesse Schell - Computers - 2008 - 489 pages
A leading designer introduces the fundamental principles, techniques, and rules of designing computer games in a volume that incorporates detailed instruction in the ... | |
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