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Game Mods: Design, Theory and Criticism

by Erik Champion et al.

Are games worthy of academic attention? Can they be used effectively in the classroom, in the research laboratory, as an innovative design tool, as a persuasive political weapon? Game Mods: Design, Theory and...

Mobile Media Learning: amazing uses of mobile devices for learning

by Seann Dikkers, John Martin, Bob Coulter et al.

Mobile Media Learning shares innovative uses of mobile technology for learning in a variety of settings. From camps to classrooms, parks to playgrounds, libraries to landmarks, Mobile Media Learning shows that...

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Missions for Thoughtful Gamers

by Andrew Cutting

Who am I? How do I live a good life? What is reality? Such perennial questions may seem remote from the pleasures of playing videogames for entertainment and fantasy. Yet gamers too, in the midst of having fun,...

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Transmedia Storytelling:  Imagery, Shapes and Techniques

by Max Giovagnoli

Transmedia Storytelling explores the theories and describes the use of the imagery and techniques shared by producers, authors and audiences of the entertainment, information and brand communication industries...

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Tabletop: Analog Game Design

by Greg Costikyan and Drew Davidson et al.

In this volume, people of diverse backgrounds talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process,...

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Well Played 3.0: Video Games, Value and Meaning

by Drew Davidson et al.

Following on Well Played 1.0 and 2.0, this book will also be full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors will...

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The Cultural Gutter

by Carol Borden, Ian Driscoll, Jim Munroe, James Schellenberg and Chris Szego

Science fiction, fantasy, comics, romance, genre movies, games all drain into the Cultural Gutter, a website dedicated to thoughtful articles about disreputable art—media and genres that are a little embarrassing....

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Well Played 2.0: Video Games, Value and Meaning

by Drew Davidson et al.

Following on Well Played 1.0, this book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors analyze sequences in...

Real Time Research: Improvisational Game Scholarship

by Seann Dikkers, Eric Zimmerman, Kurt Squire, Constance Steinkuehler, et al.

Real-Time Research is a new kind of on-the-spot scholarship. At a series of conferences, the authors of this book asked academics, educators, and designers to collaborate on short-term, improvisational research...

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Cross-Media Communications: an Introduction to the Art of Creating Integrated Media Experiences

by Drew Davidson et al.

This text is an introduction to the future of mass media and mass communications – cross-media communications. Cross-media is explained through the presentation and analysis of contemporary examples and project-based...

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Toward a Ludic Architecture: The Space of Play and Games

by Steffen P. Walz

Whether we think of a board game, an athletic competition in a stadium, a videogame, playful social networking on the World Wide Web, an Alternate Reality Game, a location-based mobile game, or any combination...

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Ludoliteracy: Defining, Understanding, and Supporting Games Education

by José P. Zagal

It seems like teaching about games should be easy. After all, students enjoy engaging with course content and have extensive experience with videogames. However, games education can be surprisingly complex....

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Well Played 1.0: Video Games, Value and Meaning

by Drew Davidson et al.

What makes a game good? or bad? or better? Video games can be “well played” in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done....

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Beyond Fun: Serious Games and Media

by Drew Davidson et al.

This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. The contributors orchestrated this collection together, reading and writing as a whole so that...

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stories in between: narratives and mediums @ play

by Drew Davidson

stories in between: narratives and mediums @ play is a unique text exploring the interplay between stories and media. The discussion focuses around the Myst narrative as it moves across media from games to books...