(FAQ Pop Culture). Here is a fact-filled history of video games, from their earliest days as blocky abstractions to the present-day photorealistic worlds that they have become. Exploring the games, sy
“Myst and Riven is well-written, interesting, on-topic, insightful, and a real pleasure to read.”—Edward Castronova, Indiana University Video games have become a major cultural force, and within the
The first three sections of this book cover the emergence of digital technology, the effects of digital technology on art and culture, and the ways that this technology has positioned itself among all
Unlike many children’s television shows, Mister Rogers’ Neighborhood did more than simply entertain or occupy children’s attention, it educated them in the affective domain, encouraging such things as
The overriding theme of this book is that significance testing may still be useful if supplemented with all or some other methods such as Bayesian logic, confidence intervals, effect sizes and power,
The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games
Contributors from communications, philosophy, religion, business, and anthropology ponder such issues as digital media and the scope of computer ethics, psychoanalytic perspectives on the virtual clas
Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gamin
While so many books on technology look at new advances and digital technologies, the Routledge Companion to Obsolete and Vanishing Media Technology looks back at analog technologies that are disappear
Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watch
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 subcreation studies, an interna
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 games. From the Star Trek
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 to become a global phenom
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 to become a global phenom