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stories in between: narratives and mediums @ play

stories in between: narratives and mediums @ playstories in between: narratives and mediums @ play (book)

Print: $12.95

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 to comics to games. Along the way, the text also discusses the Sandman comics, and the hypermedia of Ultima Online and MitterNachtSpiel. This text was created hypertextually to exist online as a website with an inter-related book. Also, it has been released under a under a Creative Commons license: Attribution-NonCommercial-ShareAlike2.0 http://creativecommons.org/licenses/by-nc-sa/2.0/. Readers are encouraged to share and create work based on this text. The website can be viewed at: http://www.etc.cmu.edu/etcpress/

stories in between: narratives and mediums @ play

stories in between: narratives and mediums @ playstories in between: narratives and mediums @ play (e-book)

Download: FREE

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 to comics to games. Along the way, the text also discusses the Sandman comics, and the hypermedia of Ultima Online and MitterNachtSpiel. This text was created hypertextually to exist online as a website with an inter-related book. Also, it has been released under a under a Creative Commons license: Attribution-NonCommercial-ShareAlike2.0 http://creativecommons.org/licenses/by-nc-sa/2.0/. Readers are encouraged to share and create work based on this text. The website can be viewed at: http://www.etc.cmu.edu/etcpress/

Download storiesinbetween-C-dl.pdfDownload for Free
Beyond Fun: Serious Games and Learning

Beyond Fun: Serious Games and LearningBeyond Fun: Serious Games and Learning (e-book)

Download: FREE

This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. A facet of this project is the interactive and collaborative method in which it was created. Instead of separated individual articles, the authors and editors have orchestrated the articles together, reading and writing as a whole so that the concepts across the articles resonate with each other. It is our intention that this text will serve as the basis of many more discussions across conference panels, online forums and interactive media that in turn will engender more special collaborative issues and texts.

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Well Played 1.0: Video Games, Value and Meaning

Well Played 1.0: Video Games, Value and MeaningWell Played 1.0: Video Games, Value and Meaning (e-book)

Download: FREE

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. 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. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of “well played.” The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis.

Download wellPlayedMSTR_E-dl.pdfDownload for Free
Well Played 1.0: Video Games, Value and Meaning

Well Played 1.0: Video Games, Value and MeaningWell Played 1.0: Video Games, Value and Meaning (book)

Print: $39.95

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. 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. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of “well played.” The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis.

Beyond Fun: Serious Games and Media

Beyond Fun: Serious Games and MediaBeyond Fun: Serious Games and Media (book)

Print: $14.95

This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. A facet of this project is the interactive and collaborative method in which it was created. Instead of separated individual articles, the authors and editors have orchestrated the articles together, reading and writing as a whole so that the concepts across the articles resonate with each other. It is our intention that this text will serve as the basis of many more discussions across conference panels, online forums and interactive media that in turn will engender more special collaborative issues and texts.