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Brenda Laurel: pioneering games for girls / Carly A. Kocurek

Hayden Library - GV1469.3.L38 K58 2017




es

100 greatest video game franchises / edited by Robert Mejia, Jaime Banks, Aubrie Adams

Hayden Library - GV1469.3.A15 2017




es

Gaming representation: race, gender, and sexuality in video games / edited by Jennifer Malkowski and Treaandrea M. Russworm

Hayden Library - GV1469.17.S63 G38 2017




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Multiplayer online games: origins, players, and social dynamics / Guo Freeman

Hayden Library - GV1469.17.S63 F74 2018




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The aesthetics of videogames / edited by Jon Robson and Grant Tavinor

Hayden Library - GV1469.3.A29 2018




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Clash of realities 2015/16: on the art, technology and theory of digital games: proceedings of the 6th and 7th conference / clash of realities (ed.)

Hayden Library - GV1469.15.C527 2017




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Geogames and geoplay: game-based approaches to the analysis of geo-information / Ola Ahlqvist, Christoph Schlieder, editors

Hayden Library - GV1469.15.G465 2018




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The postmodern joy of role-playing games: agency, ritual and meaning in the medium / René Reinhold Schallegger

Hayden Library - GV1469.6.S33 2018




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Interactive stories and video game art: a storytelling framework for game design / Chris Solarski

Hayden Library - GV1469.34.A97 S65 2017




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Practical GameMaker projects: build games with GameMaker Studio 2 / Ben Tyers

Online Resource




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How games move us: emotion by design / Katherine Isbister

Hayden Library - GV1469.3.I83 2016




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Developing 2D games with Unity: independent game programming with C# / Jared Halpern

Online Resource




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Designing immersive video games using 3DUI technologies: improving the gamer's user experience / Arun K. Kulshreshth, Joseph J. LaViola Jr

Online Resource




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Developing games on the Raspberry Pi: app programming with Lua and LÖVE / Seth Kenlon

Online Resource




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Let's Build a Multiplayer Phaser Game: With TypeScript, Socket. IO, and Phaser.

Online Resource




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A play of bodies: how we perceive videogames / Brendan Keogh

Online Resource




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Playing smart: on games, intelligence and Artificial Intelligence / Julian Togelius

Online Resource




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eSports is business: management in the world of competitive gaming / Tobias M. Scholz

Online Resource




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Gaming the Iron Curtain: how teenagers and amateurs in communist Czechoslovakia claimed the medium of computer games / Jaroslav Ć velch

Online Resource




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Games and rules: game mechanics for the 'magic circle'.

Online Resource




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Serious games and edutainment applications. Minhua Ma, Andreas Oikonomou, editors

Hayden Library - GV1469.15 S475 2017




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Crash override: how Gamergate (nearly) destroyed my life, and how we can win the fight against online hate / Zoë Quinn

Hayden Library - GV1469.34.A97 Q56 2017




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Gaming the system: deconstructing video games, games studies, and virtual worlds / David J. Gunkel

Hayden Library - GV1469.3.G86 2018




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Video games have always been queer / Bonnie Ruberg

Hayden Library - GV1469.17.S63 R83 2019




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Game design: next level / chief editor, Wang Shaoqiang

Hayden Library - GV1469.3.G363 2018




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Families at play: connecting and learning through video games / Sinem Siyahhan and Elisabeth Gee

Hayden Library - GV1469.34.S52 S59 2018




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Atari age: the emergence of video games in America / Michael Z. Newman

Dewey Library - GV1469.3.N484 2017




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Computer games: 7th Workshop, CGW 2018, held in conjunction with the 27th International Conference on Artificial Intelligence, IJCAI 2018, Stockholm, Sweden, July 13, 2018, Revised Selected Papers / Tristan Cazenave, Abdallah Saffidine, Nathan Sturtevant

Online Resource




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Game Development with GameMaker Studio 2: Make Your Own Games with GameMaker Language / Sebastiano M. Cossu

Online Resource




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Digital gaming and the advertising landscape / Teresa de la Hera

Online Resource




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Phantasmal spaces: archetypical venues in computer games / Mathias Fuchs

Hayden Library - GV1469.3.F83 2019




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Playing smart: on games, intelligence and Artificial Intelligence / Julian Togelius

Hayden Library - GV1469.34.P79 T64 2018




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Videogame sciences and arts: 11th International Conference, VJ 2019, Aveiro, Portugal, November 27-29, 2019, Proceedings / Nelson Zagalo, Ana Isabel Veloso, Liliana Costa, Óscar Mealha (eds.)

Online Resource




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Handmade pixels: independent video games and the quest for authenticity / Jesper Juul

Dewey Library - GV1469.3.J89 2019




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Real games: what's legitimate and what's not in contemporary videogames / Mia Consalvo and Christopher A. Paul

Dewey Library - GV1469.3.C6463 2019




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Feminism in play / Kishonna L. Gray, Gerald Voorhees, Emma Vossen, editors

Barker Library - GV1469.17.S63 F46 2018




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Playing dystopia: nightmarish worlds in video games and the player's aesthetic response / Gerald Farca

Hayden Library - GV1469.34.P79 F37 2018




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Alternate reality games: promotion and participatory culture / Dr. Stephanie Janes

Dewey Library - GV1469.7.J36 2020




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Tabletop role-playing games and the experience of imagined worlds / Nicholas J. Mizer

Dewey Library - GV1469.6.M59 2019




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Classical antiquity in video games: playing with the ancient world / Christian Rollinger

Dewey Library - GV1469.3.C53 2020




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Beginning game programming with Pygame Zero: coding interactive games on Raspberry Pi using Python / Stewart Watkiss

Online Resource




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Understanding esports: an introduction to the global phenomenon / edited by Ryan Rogers

Dewey Library - GV1469.3.U53 2019




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Playing with feelings: video games and affect / Aubrey Anable

Barker Library - GV1469.34.P79 A53 2018




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The toxic meritocracy of video games: why gaming culture is the worst / Christopher A. Paul

Hayden Library - GV1469.34.S52 P38 2018




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Respawn: gamers, hackers, and technogenic life / Colin Milburn

Hayden Library - GV1469.34.S52 M55 2018




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Woke gaming: digital challenges to opression and social injustice / edited by Kishonna L. Gray and David J. Leonard

Dewey Library - GV1469.34.S52 W65 2018




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FMCG companies step up new product launches in health and hygiene space

Most launched hand sanitisers initially, but are expanding their portfolio by entering newer categories such as floor and surface cleaners, disinfectant sprays and immunity building products.




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FMCG companies take direct route to customer homes

Consumer goods companies have started selling products directly to consumers.




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Nielsen slashes FMCG growth forecast by half to 5-6% for 2020

Market research firm Nielsen revised its outlook for the growth of the FMCG segment, downgrading it from 9-10% to 5-6% for this year as a consequence of Covid-19 outbreak.




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Some sunshine from FMCG, durables companies amid gloom & doom

The maker of Lux soap and Lipton tea, which employs about 21,000 people and reported a 7% decline in volumes for the March quarter, said it is revisiting any further increases planned for the rest of the year.