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        COMPUTERS / Programming / Games

        Showing results 1-10 of 29

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        ‹123›
        Designing Serious Games

        Designing Serious Games

        Designing Serious Games

        by Magy Seif El-Nasr, Elin Carstensdottir and Michael John

        ISBN: 9780262049986

        Publisher: The MIT Press

        Pub Date: January 6, 2026

        A comprehensive guide to the design and development process of games for impact.
        The Computer Always Wins

        The Computer Always Wins

        The Computer Always Wins

        A Playful Introduction to Algorithms through Puzzles and Strategy Games

        by Elliot Lichtman

        ISBN: 9780262551694

        Publisher: The MIT Press

        Pub Date: April 29, 2025

        An engaging and approachable resource for beginning-to-intermediate coders eager to learn advanced ideas in computer programming.
        Codename Revolution

        Codename Revolution

        Codename Revolution

        The Nintendo Wii Platform

        by Steven E. Jones and George K. Thiruvathukal

        ISBN: 9780262553780

        Publisher: The MIT Press

        Pub Date: December 17, 2024

        Nintendo's hugely popular and influential video game console system considered as technological device and social phenomenon.
        Enacting Platforms

        Enacting Platforms

        Enacting Platforms

        Feminist Technoscience and the Unreal Engine

        by James Malazita

        ISBN: 9780262548243

        Publisher: The MIT Press

        Pub Date: July 2, 2024

        An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself.
        Building SimCity

        Building SimCity

        Building SimCity

        How to Put the World in a Machine

        by Chaim Gingold

        Foreword by Janet H. Murray

        ISBN: 9780262547482

        Publisher: The MIT Press

        Pub Date: June 4, 2024

        A deep dive into the trailblazing simulation game SimCity, situating it in the history of games, simulation, and computing.
        Run and Jump

        Run and Jump

        Run and Jump

        The Meaning of the 2D Platformer

        by Peter D McDonald

        ISBN: 9780262547390

        Publisher: The MIT Press

        Pub Date: February 6, 2024

        How abstract design decisions in 2D platform games create rich worlds of meaning for players.
        Making Games for Impact

        Making Games for Impact

        Making Games for Impact

        by Kurt Squire

        ISBN: 9780262542173

        Publisher: The MIT Press

        Pub Date: October 26, 2021

        Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game.
        A Playful Production Process

        A Playful Production Process

        A Playful Production Process

        For Game Designers (and Everyone)

        by Richard Lemarchand

        Foreword by Amy Hennig

        ISBN: 9780262045513

        Publisher: The MIT Press

        Pub Date: October 12, 2021

        How to achieve a happier and healthier game design process by connecting the creative aspects of game design with techniques for effective project management.
        Urban Play

        Urban Play

        Urban Play

        Make-Believe, Technology, and Space

        by Fábio Duarte and Ricardo Álvarez

        ISBN: 9780262045346

        Publisher: The MIT Press

        Pub Date: August 3, 2021

        Why technology is most transformative when it is playful, and innovative spatial design happens only when designers are both tinkerers and dreamers.
        Making Games

        Making Games

        Making Games

        The Politics and Poetics of Game Creation Tools

        by Stefan Werning

        ISBN: 9780262044837

        Publisher: The MIT Press

        Pub Date: February 16, 2021

        An argument that production tools shape the aesthetics and political economy of games as an expressive medium.
        ‹123›

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