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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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