| Mark J.P. Wolf, Bernard Perron - Games & Activities - 2014 - 676 pages
The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has produced few comprehensive reference works. The ... | |
| Bernard Perron, Felix Schröter - Games & Activities - 2016 - 224 pages
Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your ... | |
| Bernard Perron - Games & Activities - 2014 - 310 pages
In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the ... | |
| Mark J.P. Wolf - Literary Criticism - 2014 - 435 pages
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games ... | |
| Mark J.P. Wolf - Literary Criticism - 2014 - 394 pages
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games ... | |
| Mark J.P. Wolf - Social Science - 2014 - 300 pages
Since the "Automatic Binding Bricks" that LEGO produced in 1949, and the LEGO "System of Play" that began with the release of Town Plan No. 1 (1955), LEGO bricks have gone on ... | |
| Mark J.P. Wolf - Social Science - 2016 - 376 pages
The concept of world and the practice of world creation have been with us since antiquity, but they are now achieving unequalled prominence. In this timely anthology of ... | |
| Mark J.P. Wolf - Social Science - 2017 - 446 pages
This companion provides a definitive and cutting-edge guide to the study of imaginary and virtual worlds across a range of media, including literature, television, film, and ... | |
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