Myst and Riven: The World of the D'ni
by Mark J. P. Wolf
Publisher: University of Michigan Press 2011
Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. 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.
Home page url
Download or read it online for free here:
by Andrew Cutting - ETC Press
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.
by Bonnie Nardi - University of Michigan Press
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.
by Drew Davidson et al. - Lulu.com
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.
by John Banks - Bloomsbury Academic
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.