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Blindfold Chess

Blindfold Chess


History, Psychology, Techniques, Champions, World Records, and Important Games During the 18th century, when Philidor played two blindfold games of chess simultaneously, eyewitnesses were asked to swear affidavits attesting to this remarkable feat. Since then, blindfold chess--the art of playing without sight of the board or pieces--has produced some of the greatest feats of human...   [Klicke hier für weiteres]
McFarland  $40.00 $19.99

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Classic Home Video Games, 1985–1988: A Complete Reference Guide

Classic Home Video Games, 1985–1988: A Complete Reference Guide


A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system...   [Klicke hier für weiteres]
McFarland  $55.00 $29.99

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Classic Home Video Games, 1989-1990

Classic Home Video Games, 1989-1990


A Complete Guide to Sega Genesis, Neo Geo and TurboGrafx-16 Games The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes...   [Klicke hier für weiteres]
McFarland  $39.95 $19.99

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Ctrl-Alt-Play: Essays on Control in Video Gaming

Ctrl-Alt-Play: Essays on Control in Video Gaming


" The word ""control"" has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video...   [Klicke hier für weiteres]
McFarland  $29.95 $15.99

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Digital Gameplay: Essays on the Nexus of Game and Gamer

Digital Gameplay: Essays on the Nexus of Game and Gamer


In recent years, computer technology has permeated all aspects of life--not just work and education, but also leisure time. Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of...   [Klicke hier für weiteres]
McFarland  $29.95 $17.99

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Eurogames: The Design, Culture and Play of Modern European Board Games

Eurogames: The Design, Culture and Play of Modern European Board Games


While board games can appear almost primitive in the digital age, eurogames--also known as German-style board games--have increased in popularity nearly concurrently with the rise of video games. Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists...   [Klicke hier für weiteres]
McFarland  $29.95 $15.99

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Finnish Video Games: A History and Catalog

Finnish Video Games: A History and Catalog


In the past three decades Finland's video game industry has become the backbone of Finnish cultural export. Angry Birds and Clash of Clans are dominating sales around the world and the small Nordic nation has become a gaming superpower. Drawing on more than 60 interviews, this book covers the Finnish video game phenomenon as told by the people behind its success. The history of the...   [Klicke hier für weiteres]
McFarland  $35.00 $19.99

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Game Addiction: The Experience and the Effects

Game Addiction: The Experience and the Effects


An eleven-year-old boy strangled an elderly woman for the equivalent of five dollars in 2007, then buried her body under a thin layer of sand. He told the police that he needed the money to play online videogames. Just a month later, an eight-year-old Norwegian boy saved his younger sister's life by threatening an attacking moose and then feigning death when the moose attacked him--skills he said he...   [Klicke hier für weiteres]
McFarland  $29.95 $12.99

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Game Design: How to Create Video and Tabletop Games, Start to Finish

Game Design: How to Create Video and Tabletop Games, Start to Finish


Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical...   [Klicke hier für weiteres]
McFarland  $19.99 $9.99

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Game Love: Essays on Play and Affection

Game Love: Essays on Play and Affection


What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible...   [Klicke hier für weiteres]
McFarland  $35.00 $18.99

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Game On, Hollywood!: Essays on the Intersection of Video Games and Cinema

Game On, Hollywood!: Essays on the Intersection of Video Games and Cinema


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...   [Klicke hier für weiteres]
McFarland  $29.95 $15.99

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Games in Libraries: Essays on Using Play to Connect and Instruct

Games in Libraries: Essays on Using Play to Connect and Instruct


Librarians are beginning to see the importance of game based learning and incorporating games into library services to increase patron engagement and interaction. This book is written for librarians interested in using games to improve patron or student knowledge of library services and decrease patron anxiety of the library. This book provides practical suggestions and methods of incorporating games...   [Klicke hier für weiteres]
McFarland  $49.95 $26.99

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Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games

Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games


Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame...   [Klicke hier für weiteres]
McFarland  $29.95 $17.99

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Horror Video Games: Essays on the Fusion of Fear and Play

Horror Video Games: Essays on the Fusion of Fear and Play


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. ...   [Klicke hier für weiteres]
McFarland  $29.95 $12.99

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Immersive Gameplay: Essays on Participatory Media and Role-Playing

Immersive Gameplay: Essays on Participatory Media and Role-Playing


This collection of all-new essays approaches the topic of immersion as a product of social and media relations. Examining the premises and aesthetics of live-action and tabletop role-playing games, reality television, social media apps and first-person shooters, the essays take both game rules and the media discourse that games produce as serious objects of study. Scholars of social psychology, sociology,...   [Klicke hier für weiteres]
McFarland  $29.95 $15.99

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Massively Multiplayer Online Role-Playing Games

Massively Multiplayer Online Role-Playing Games


The People, the Addiction and the Playing Experience This book is about the fastest growing form of electronic game in the world--the Massively Multiplayer Online Role Playing Game (MMORPG). The evolution of these self-contained three-dimensional virtual worlds, often inhabited by thousands of players, is described here. This work also delves into the psychology of the people who inhabit the game...   [Klicke hier für weiteres]
McFarland  $25.00 $14.99

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Mazes in Videogames: Meaning, Metaphor and Design

Mazes in Videogames: Meaning, Metaphor and Design


From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the...   [Klicke hier für weiteres]
McFarland  $25.00 $13.99

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My Avatar, My Self: Identity in Video Role-Playing Games

My Avatar, My Self: Identity in Video Role-Playing Games


With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic,...   [Klicke hier für weiteres]
McFarland  $29.95 $12.99

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Responding to Call of Duty: Critical Essays on the Game Franchise

Responding to Call of Duty: Critical Essays on the Game Franchise


Call of Duty is one of the most culturally significant video game franchises of the 21st century. Since the first game was released for PC in 2003, the first-person shooter has sold over 250 million copies across a range of platforms, along with merchandise ranging from toys and comic books to a special edition Jeep Wrangler. Top players can compete for millions in prize money in tournaments...   [Klicke hier für weiteres]
McFarland  $39.95 $19.99

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Role-Playing Game and Collectible Card Game Artists: A Biographical Dictionary

Role-Playing Game and Collectible Card Game Artists: A Biographical Dictionary


This biographical dictionary is the first of its kind to document artists' contributions to one of the most popular and far-reaching of contemporary teenage social pastimes of the last quarter of the 20th century; that of role-playing games and collectible card games. The book presents full information on 150 artists, both painters and cartographers, whose influence and illustrative contributions...   [Klicke hier für weiteres]
McFarland  $75.00 $49.99

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Storytelling in the Modern Board Game: Narrative Trends from the Late 1960s to Today

Storytelling in the Modern Board Game: Narrative Trends from the Late 1960s to Today


Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy...   [Klicke hier für weiteres]
McFarland  $39.95 $19.99

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Storytelling in Video Games: The Art of the Digital Narrative

Storytelling in Video Games: The Art of the Digital Narrative


Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts. The author analyzes fundamentals like immersion, world building and player agency and their role in crafting narratives in the Mass Effect series, BioShock, The Last of Us, Fallout 4 and many more. The text-focused "visual...   [Klicke hier für weiteres]
McFarland  $17.99 $12.59

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Teach Like a Gamer: Adapting the Instructional Design of Digital Role-Playing Games

Teach Like a Gamer: Adapting the Instructional Design of Digital Role-Playing Games


Digital role-playing games such as Rift, Diablo III, and Kingdoms of Amalur: Reckoning help players develop skills in critical thinking, problem solving, digital literacy, and lifelong learning. The author examines both the benefits and the drawbacks of role-playing games and their application to real-world teaching techniques. Readers will learn how to incorporate games-based instruction...   [Klicke hier für weiteres]
McFarland  $39.95 $9.99

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Terms of Play

Terms of Play


Essays on Words That Matter in Videogame Theory This edited collection of new essays is devoted to the terminology used in the fields of videogame theory and videogame studies. Videogame scholars provide theoretical critiques of existing terminology, mount arguments for the creation of new terminology, articulate terminological gaps in the current literature devoted to videogame...   [Klicke hier für weiteres]
McFarland  $29.95 $15.99

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The Buffyverse Catalog

The Buffyverse Catalog


A Complete Guide to Buffy the Vampire Slayer and Angel in Print, Film, Television, Comics, Games and Other Media, 1992-2010 This bibliographic guide covers the "Buffyverse"--the fictional worlds of the acclaimed television series Buffy the Vampire Slayer (1997-2003) and its spinoff Angel (1999-2004), as well as the original Buffy feature film of 1992. It is the largest...   [Klicke hier für weiteres]
McFarland  $35.00 $18.99

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The Creation of Narrative in Tabletop Role-Playing Games

The Creation of Narrative in Tabletop Role-Playing Games


Despite the rise of computer gaming, millions of adults still play face to face role playing games, which rely in part on social interaction to create stories. This work explores tabletop role playing game (TRPG) as a genre separate from computer role playing games. The relationship of TRPGs to other games is examined, as well as the interaction among the tabletop module, computer game, and novel...   [Klicke hier für weiteres]
McFarland  $25.00 $14.99

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The Evolution of Fantasy Role-Playing Games

The Evolution of Fantasy Role-Playing Games


Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: How The Hobbit and The Lord of the Rings helped shape fantasy...   [Klicke hier für weiteres]
McFarland  $35.00 $8.70

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The Fantasy Role-Playing Game: A New Performing Art

The Fantasy Role-Playing Game: A New Performing Art


Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned...   [Klicke hier für weiteres]
McFarland  $35.00 $13.99

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The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity

The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity


This study takes an analytical approach to the world of role-playing games, providing a theoretical framework for understanding their psychological and sociological functions. Sometimes dismissed as escapist and potentially dangerous, role-playing actually encourages creativity, self-awareness, group cohesion and "out-of-the-box" thinking. The book also offers a detailed participant-observer...   [Klicke hier für weiteres]
McFarland  $29.95 $12.99

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The Meaning and Culture of Grand Theft Auto: Critical Essays

The Meaning and Culture of Grand Theft Auto: Critical Essays


The immensely popular Grand Theft Auto game series has inspired a range of reactions among players and commentators, and a hot debate in the popular media. These essays from diverse theoretical perspectives expand the discussion by focusing scholarly analysis on the games, particularly Grand Theft Auto III (GTA3), Grand Theft Auto: Vice City (GTA:VC), and Grand Theft Auto: San Andreas (GTA:SA). Part...   [Klicke hier für weiteres]
McFarland  $19.99 $9.99

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The Minds Behind the Games: Interviews With Cult and Classic Video Game Developers

The Minds Behind the Games: Interviews With Cult and Classic Video Game Developers


Featuring interviews with the creators of 36 popular video games--including Deus Ex, Night Trap, Mortal Kombat, Wasteland and NBA Jam--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of all time. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the...   [Klicke hier für weiteres]
McFarland  $39.95 $19.99

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The Play Versus Story Divide in Game Studies

The Play Versus Story Divide in Game Studies


Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigms remains the one that famously "never happened." This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The contributors examine various digital games, assessing the applicability...   [Klicke hier für weiteres]
McFarland  $35.00 $19.99

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The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics

The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics


This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history...   [Klicke hier für weiteres]
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The Role-Playing Society: Essays on the Cultural Influence of RPGs

The Role-Playing Society: Essays on the Cultural Influence of RPGs


Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player experiences have been well explored. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television...   [Klicke hier für weiteres]
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The Sega Arcade Revolution: A History in 62 Games

The Sega Arcade Revolution: A History in 62 Games


Long before it took the home video game console market by storm, Sega was already an arcade powerhouse. Parlaying its dominance in coin-operated machines into the home video game boom of the 1980s, the Japan-based company soon expanded with branches in Europe and the U.S., and continues to lead the gaming industry in design and quality. Drawing on interviews with former developers and hundreds of...   [Klicke hier für weiteres]
McFarland  $39.95 $19.99

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The Video Games Guide

The Video Games Guide


1,000+ Arcade, Console and Computer Games, 1962-2012, 2d ed. The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each...   [Klicke hier für weiteres]
McFarland  $49.95 $26.99

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Tolkien and the Study of His Sources: Critical Essays

Tolkien and the Study of His Sources: Critical Essays


Source criticism--analysis of a writer's source material--has emerged as one of the most popular approaches in exploring the work of J.R.R. Tolkien. Since Tolkien drew from many disparate sources, an understanding of these sources, as well as how and why he incorporated them, can enhance readers' appreciation. This set of new essays by leading Tolkien scholars describes the theory and methodology...   [Klicke hier für weiteres]
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Understanding Minecraft: Essays on Play, Community and Possibilities

Understanding Minecraft: Essays on Play, Community and Possibilities


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....   [Klicke hier für weiteres]
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Unraveling Resident Evil: Essays on the Complex Universe of the Games and Films

Unraveling Resident Evil: Essays on the Complex Universe of the Games and Films


Resident Evil is a multidimensional as well as multimedia universe: various books, graphic novels, games and movies (the fifth one came out in 2012) all contribute to this enormous universe. The essays written for this volume will focus on this particular zombie manifestation and its significance in popular culture. The essayists come from very different fields, so it was possible to cover a wide...   [Klicke hier für weiteres]
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Video Games and the Mind: Essays on Cognition, Affect and Emotion

Video Games and the Mind: Essays on Cognition, Affect and Emotion


Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming—the video game experience itself—and are of interest to many game scholars and designers. With psychological...   [Klicke hier für weiteres]
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Video Gaming in Science Fiction: A Critical Study

Video Gaming in Science Fiction: A Critical Study


As video gaming and gaming culture became more mainstream in the 1970s, science fiction authors began to incorporate aspects of each into their work. This study examines how media-fueled paranoia about video gaming--first emerging almost fifty years ago--still resonates in modern science fiction. The author reveals how negative stereotypes of gamers and gaming have endured in depictions of modern gamers...   [Klicke hier für weiteres]
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War, Politics and Superheroes: Ethics and Propaganda in Comics and Film

War, Politics and Superheroes: Ethics and Propaganda in Comics and Film


Superhero adventure comics have a long history of commenting upon American public opinion and government policy, and the surge in the popularity of comics since the events of September 11, 2001, ensures their continued relevance. This critical text examines the seventy-year history of comic book superheroes on film and in comic books and their reflections of the politics of their time. Superheroes...   [Klicke hier für weiteres]
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