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        Computers / Virtual & Augmented Reality

        Showing results 1-10 of 12

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        ‹12›
        Wandering Games

        Wandering Games

        Wandering Games

        by Melissa Kagen

        ISBN: 9780262544245

        Publisher: The MIT Press

        Pub Date: October 11, 2022

        An analysis of wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death.
        Reality Media

        Reality Media

        Reality Media

        Augmented and Virtual Reality

        by Jay David Bolter, Maria Engberg and Blair MacIntyre

        ISBN: 9780262045124

        Publisher: The MIT Press

        Pub Date: November 16, 2021

        How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television.
        Virtual Reality

        Virtual Reality

        Virtual Reality

        by Samuel Greengard

        ISBN: 9780262537520

        Publisher: The MIT Press

        Pub Date: September 10, 2019

        A comprehensive overview of developments in augmented reality, virtual reality, and mixed reality—and how they could affect every part of our lives.
        Critical Play

        Critical Play

        Critical Play

        Radical Game Design

        by Mary Flanagan

        ISBN: 9780262518659

        Publisher: The MIT Press

        Pub Date: February 8, 2013

        An examination of subversive games—games designed for political, aesthetic, and social critique.
        Expressive Processing

        Expressive Processing

        Expressive Processing

        Digital Fictions, Computer Games, and Software Studies

        by Noah Wardrip-Fruin

        With Michael Crumpton

        ISBN: 9780262517539

        Publisher: The MIT Press

        Pub Date: February 10, 2012

        From the complex city-planning game SimCity to the virtual therapist Eliza: how computational processes open possibilities for understanding and creating digital media.
        Hello Avatar

        Hello Avatar

        Hello Avatar

        Rise of the Networked Generation

        by B. Coleman

        Foreword by Clay Shirky

        ISBN: 9780262015714

        Publisher: The MIT Press

        Pub Date: November 4, 2011

        An examination of our many modes of online identity and how we live on the continuum between the virtual and the real.
        Communities of Play

        Communities of Play

        Communities of Play

        Emergent Cultures in Multiplayer Games and Virtual Worlds

        by Celia Pearce

        Foreword by Tom Boellstorff and Bonnie A. Nardi

        ISBN: 9780262516730

        Publisher: The MIT Press

        Pub Date: September 30, 2011

        The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.
        Half-Real

        Half-Real

        Half-Real

        Video Games between Real Rules and Fictional Worlds

        by Jesper Juul

        ISBN: 9780262516518

        Publisher: The MIT Press

        Pub Date: August 19, 2011

        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.
        The Machinima Reader

        The Machinima Reader

        The Machinima Reader

        Edited by Henry Lowood and Michael Nitsche

        ISBN: 9780262015332

        Publisher: The MIT Press

        Pub Date: June 3, 2011

        The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners.
        In-Game

        In-Game

        In-Game

        From Immersion to Incorporation

        by Gordon Calleja

        ISBN: 9780262015462

        Publisher: The MIT Press

        Pub Date: May 13, 2011

        An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion.
        ‹12›

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