Welcome to E-Books Directory
This page lists freely downloadable books.
E-Books for free online viewing and/or download
e-books in this category
A Playful Path
by Bernard De Koven - ETC Press , 2014
The book serves as a collection of ideas and tools to help us bring our playfulness back into the open. When we find ourselves forgetting the life of the game or the game of life, this book can help us return to that which our soul is heir.
Missions for Thoughtful Gamers
by Andrew Cutting - ETC Press , 2011
This book presents a sequence of 40 challenges, each one inviting players to become more creatively curious and self-aware. It provides inspiration for a new generation of designers, as well as an introduction for non-gamers to why videogames matter.
Game Research Methods: An Overview
by Petri Lankoski, et al. - ETC Press , 2015
This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. Approaches using game development for research is described.
by John Banks - Bloomsbury Academic , 2013
This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development process.
Silent Hill: The Terror Engine
by Bernard Perron - University of Michigan Press , 2011
Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. This book is both a close analysis of the first three Silent Hill games and a general look at the whole series.
by Dan Pinchbeck - University of Michigan Press , 2013
In 1993, id Software's seminal shooter DOOM was released and it shook the foundations of the medium. This is a book about the most important first-person game ever made; about the blueprint that has defined one of the most successful gaming genres.
by McKenzie Wark - Harvard University Press , 2007
Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life. The book depicts a world becoming a series of less and less perfect games.
This Gaming Life: Travels in Three Cities
by Jim Rossignol - University of Michigan Press , 2008
Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, the book 'This Gaming Life' raises some important questions about this new and vital cultural form.
Myst and Riven: The World of the D'ni
by Mark J. P. Wolf - University of Michigan Press , 2011
This book is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players.
My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft
by Bonnie Nardi - University of Michigan Press , 2010
World of Warcraft is currently the most popular online world game on the planet. Bonnie Nardi compiles more than three years of participatory research in Warcraft play and culture in the US and China into this study of player behavior and activity.
The Complete Wargames Handbook
by James F Dunnigan - Quill , 1992
With the wide availability of the home computer, wargame enthusiasts regularly confront each other in action-packed simulated battles. This is the definitive all-in-one sourcebook on the new potentials and classic excitement of wargaming.
PSX: The Guide to the Sony Playstation
by Kevin Bryan - Lulu.com , 2005
The Sony Playstation is the single most successful home video game system ever released, dominating in the USA and Europe. This book provides information on every American release and interviews some of the creators of the Playstation's best games.
Well Played 3.0: Video Games, Value and Meaning
by Drew Davidson et al. - Feedbooks , 2011
Following on versions 1.0 and 2.0, this book is full of in-depth close readings of video games. Contributors analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game create a playing experience.
Beyond Fun: Serious Games and Media
by Drew Davidson et al. - Lulu.com , 2008
This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. Throughout, the promises and problems of implementing games and media in learning experiences are explored.
Play Redux: The Form of Computer Games
by David Myers - University of Michigan Press , 2010
A critical analysis of the aesthetic pleasures of video game play, drawing on early twentieth-century formalist theory and models of literature. Play Redux will generate interest among scholars of communications, new media, and film.
Well Played 1.0: Video Games, Value and Meaning
by Drew Davidson - Lulu.com , 2009
The book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. The goal is to help develop a literacy of games as well as a sense of their value as an experience.
Trigger Happy: Videogames and the Entertainment Revolution
by Steven Poole - Arcade Publishing , 2007
An aficionado with a real love of gaming takes a look at the future of videogames, and compares their economic and aesthetic impact on society to that of film. This book is the first deeply engaging critique of the popular forms of play.