1277 products were found matching your search for videogames in 3 shops:
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The LEGO Movie 2 Videogame for PlayStation 4
Vendor: Deepdiscount.com Price: 20.36 $ (+1.99 $)The LEGO Movie 2 Videogame for PlayStation 4 The Lego Movie 2 Videogame - VG 883929668120
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Monster Cable Energy Supercross - The Official Videogame 6 PC
Vendor: Cdkeys.com Price: 24.89 $ABOUT THE GAME Mud, sweat, fun and adrenaline: find the rider in you and jump into the action with Monster Energy Supercross 6!Live all the emotions of the Monster Energy Supercross 2022 Championship with the official bikes, riders, and tracks.Take advantage of the wide range of settings to customize every detail of your game experience, freely choosing the amount of realism and riding ease. This year, Supercross 6 follows an entirely new and unique perspective – yours! FEATURES YOUR PERSONAL COACHLeave your mark in the Supercross world with the aid of your coach and mentor, the legendary Jeremy McGrath!Learn all of his tricks in the Supercross Academy and rely on his teachings to reach the peak of the Championship in a Career mode that is more immersive than ever.Rack up successes, impress the sponsors, race through unique rivalries, and become the Supercross world champion! LET'S GO FOR A RIDEFrom the airport to the mine, from the mountain to the stadium, the new Supercross Park offe
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Videogames: In the Beginning
Vendor: Abebooks.com Price: 154.22 $THE REAL STORY BEHIND VIDEOGAMES Long before there was a Sony Playstation, Microsoft Xbox or Nintendo Gamecube, there was the Magnavox Odyssey, the world’s first home videogame console. But the story of videogames predates the Odyssey by six years. It begins in 1966 when a television engineer named Ralph H. Baer sat down at a New York bus station and entered history. Videogames: In The Beginning is Ralph H. Baer’s account of how today’s $11-billion per year videogame industry began. A meticulous note keeper, Baer presents in his own words the real story of what led to the Odyssey... and beyond. But he doesn’t end there. In this book Baer also examines other products that he has worked on such as Simon, the most popular electronic toy ever created. He also discusses his pioneering work into early forms of CD-ROMs and digital imagery. Whether you are a student of videogame design, a game player, or a fan of inventions and history, you are sure to find Baer’s history fascinating and informative. Included in this book are: · The actual four-page treatise that Baer presented to his employers · Original schematics and photos of the first videogame prototypes · Original top secret internal notes and memos · Original United States patents
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Monster Cable Energy Supercross - The Official Videogame PC
Vendor: Cdkeys.com Price: 38.19 $Live the adrenaline and the excitement of the 2017 Monster Energy Supercross Championship with MONSTER ENERGY SUPERCROSS - THE OFFICIAL VIDEOGAME! Race with the official riders from 250SX and 450SX on the official tracks, Daytona included, to experience one of the most spectacular and entertaining racing competition ever! Discover the Track Editor feature for endless gameplay possibilities: select your stadium, create your own track and share it online with your friends. Customize your rider and bike as you like, with countless possibilities, with more than 80 official brands and 300 items available, and challenge yourself in conquering the top of the leaderboard. Race alone or against players from all over the world thought different offline and online game modes! Feel the rush of adrenaline, enter the arena and be the King of Supercross! Features The official 2017 Monster Energy Supercross Season. Official bikes, iconic tracks, like the legendary Daytona, and athletes from both 250SX
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The LEGO Ninjago Movie Videogame for Nintendo Switch
Vendor: Deepdiscount.com Price: 24.99 $ (+1.99 $)The LEGO Ninjago Movie Videogame for Nintendo Switch The Lego Ninjago Movie Videogame - VG 883929597840
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The LEGO Movie 2 Videogame for Xbox One
Vendor: Deepdiscount.com Price: 20.36 $ (+1.99 $)Bricksburg is in ruins and Emmet's friends have been taken! Team up with Emmet and a host of heroic characters to save their friends from the strange inhabitants of the Systar System.
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Videogames and Education
Vendor: Abebooks.com Price: 56.34 $Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon.
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Videogames: In the Beginning
Vendor: Abebooks.com Price: 47.07 $THE REAL STORY BEHIND VIDEOGAMES Long before there was a Sony Playstation, Microsoft Xbox or Nintendo Gamecube, there was the Magnavox Odyssey, the world’s first home videogame console. But the story of videogames predates the Odyssey by six years. It begins in 1966 when a television engineer named Ralph H. Baer sat down at a New York bus station and entered history. Videogames: In The Beginning is Ralph H. Baer’s account of how today’s $11-billion per year videogame industry began. A meticulous note keeper, Baer presents in his own words the real story of what led to the Odyssey... and beyond. But he doesn’t end there. In this book Baer also examines other products that he has worked on such as Simon, the most popular electronic toy ever created. He also discusses his pioneering work into early forms of CD-ROMs and digital imagery. Whether you are a student of videogame design, a game player, or a fan of inventions and history, you are sure to find Baer’s history fascinating and informative. Included in this book are: · The actual four-page treatise that Baer presented to his employers · Original schematics and photos of the first videogame prototypes · Original top secret internal notes and memos · Original United States patents
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Videogame Atlas : Mapping Interactive Worlds
Vendor: Abebooks.com Price: 45.67 $Unread book in perfect condition.
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Videogames and Education (History, Humanities, and New Technology)
Vendor: Abebooks.com Price: 41.67 $Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon.
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The LEGO Movie 2 Videogame for Nintendo Switch
Vendor: Deepdiscount.com Price: 24.99 $ (+1.99 $)The LEGO Movie 2 Videogame for Nintendo Switch The Lego Movie 2 Videogame - VG 883929668113
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Videogame Law: Cases, Statutes, Forms, Problems & Materials
Vendor: Abebooks.com Price: 97.91 $The multi-billion-dollar global video game industry has been growing exponentially and so, too, have its legal difficulties. This casebook features problems, exercises, and sample contracts that cover all aspects of this fascinating phenomenon, including: Product History and Development, Intellectual Property, Marketing, Gambling, Sex and Violence, Virtual Worlds, and Regulation. The cases guide the reader down a colorful path of disputes involving familiar hardware names and game titles, including: Game Boy, Wii, PlayStation, Pac-Man, Space Invaders, Tetris, World of Warcraft, Call of Duty, Donkey Kong, and Doom.
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Nostalgia and Videogame Music: A Primer of Case Studies, Theories and Analyses for the Player-Academic (Studies in Game Sound)
Vendor: Abebooks.com Price: 27.28 $Very Good - Crisp, clean, unread book with some shelfwear/edgewear, may have a remainder mark - NICE PAPERBACK Standard-sized.
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Art of Videogames
Vendor: Abebooks.com Price: 36.67 $The Art of Videogames explores how philosophy of the arts theories developed to address traditional art works can also be applied to videogames. Presents a unique philosophical approach to the art of videogaming, situating videogames in the framework of analytic philosophy of the arts Explores how philosophical theories developed to address traditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogame enthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artistic and entertainment media, how videogames allow for interactive fiction, the role of game narrative, and the moral status of violent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and exciting form of representational art
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The Art of Videogames
Vendor: Abebooks.com Price: 21.85 $The Art of Videogames explores how philosophy of the arts theories developed to address traditional art works can also be applied to videogames. Presents a unique philosophical approach to the art of videogaming, situating videogames in the framework of analytic philosophy of the arts Explores how philosophical theories developed to address traditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogame enthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artistic and entertainment media, how videogames allow for interactive fiction, the role of game narrative, and the moral status of violent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and exciting form of representational art
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How to Do Things with Videogames Format: Paperback
Vendor: Abebooks.com Price: 20.26 $In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience.Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.
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How to Talk about Videogames (Volume 47) (Electronic Mediations)
Vendor: Abebooks.com Price: 20.93 $Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t.Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”
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Generation Xbox How Videogames Invaded Hollywood
Vendor: Abebooks.com Price: 22.41 $Hollywood is under attack from videogames. Movies defined the 20th century but games are now pushing them aside as the medium that captures our time, fascination and money. Generation Xbox digs into the love-hate relationship between games and cinema that has led us to this point. It’s a story of disaster, triumph and Angelia Jolie in hot pants. Learn how Steven Spielberg’s game-making dreams fell apart and why Silicon Valley pioneers wooed Stanley Kubrick. Discover the story behind the failed Halo movie, how videogame tech paved the way for Avatar, and what companies like Ubisoft and Valve are doing to take gaming to the next level. Based on more than 100 interviews with leading figures from videogames and Hollywood, Generation Xbox is the definitive history of an epic power struggle that has reshaped the entertainment landscape. Are you ready to play?
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Phoenix : The History of the Videogame Industry
Vendor: Abebooks.com Price: 44.86 $Since its debut in 1994 as the first comprehensive book about videogame history, Phoenix has been regarded worldwide as the Bible of videogame history by professionals and fans alike. Now in its fourth edition, the text has been completely rewritten and updated to include videogame history through 2015. Illustrated with over 1000 b&w photos from Atari to Zeebo, Pong to PlayStation, and arranged chronologically, Phoenix remains the first place to start any study of gaming history.
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Japanese Culture Through Videogames (Routledge Contemporary Japan Series)
Vendor: Abebooks.com Price: 5.62 $Book is in NEW condition. 0.97
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