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Covers more than 4,000 games and more than 100 MUDs, MUSHes, and MOOs.
Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
A slick, encyclopedic guide to the 2,000 active games available online. This book is completely illustrated, cross-referenced, and formatted for easy use--with a unique rating system that lets users pre-screen their options, experiment with new games, and save time and money. Entries include a description of the featured game, listings of game sites and addresses, playing instructions, strategy tips, and visual images from the nets. (Communications /Networking)
Vols. for 1871-76, 1913-14 include an extra number, The Christmas bookseller, separately paged and not included in the consecutive numbering of the regular series.
Offers a powerful cure for medical ignorance--the Internet!
Vols. for 1871-76, 1913-14 include an extra number, The Christmas bookseller, separately paged and not included in the consecutive numbering of the regular series.
This volume contains a selection of outstanding contributions from GDTW 2008, the 6th International Conference in Game Design and Technology, which took place in the UK, in November 2008, and Cyberworlds 2008, held in Hangzhou, China, in September 2008.
Gives you a crash course on how to get into the college of your choice--the online way!