The sheer pervasiveness of game experience - 99 per cent of teenage boys and 94 per cent of teenage girls having played a video game - means that instant naffness falls upon those who express a musty disdain for the medium. This book shows that computer game-playing has a strong claim to be one of t[...]
Have you ever wondered what the difference is between a MUD and an API? Don't know your OCR from your PPC? Not quite clear on crowd-sourcing and culture jamming? Then this book is for you. In a series of accessible and engagingly written essays, 50 Digital Ideas You Really Need to Know introduces an[...]
Our world is, increasingly, a digital one. Over half of the planet's adult population now spend more of their waking hours 'plugged in' than not, whether to the internet, mobile telephony, or other digital media. To email, text, tweet and blog our way through our careers, relationships and even our [...]
Me kaikki tiedämme, että videopelejä pelaavat vain teinipojat ja että videopelit tekevät pelaajista epäsosiaalisia ja väkivaltaisia. Väärin.Tom Chatfiel murtaa myytit ja paljastaa, että videopelien pelaajista 40 prosenttia on naisia ja että kaikkien aikojen suosituimmista konsolipeleistä[...]