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Video Games - 569 - Extreame Savings! Save up to 44%


Extreame Savings! Up to 44% off on Video Games at Spring Brook Audio. Top brands include Brand: British Film Institute, Justin Sloan, Pogue Press O'Reilly, Oxford University Press, O'Reilly Media, & Peter Lang AG, Internationaler Verlag der Wissenschaften. Hurry! Limited time offers. Offers valid only while supplies last.



100 Videogames (Screen Guides)
100 Videogames (Screen Guides)
By Brand: British Film Institute
In Stock
$19.95
$11.08
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mpn: illustrated, ean: 9781844571628, isbn: 1844571629,

4.6 out of 5 stars with 23 reviews
Videogames are one of the most culturally, socially and economically significant, not to mention pervasive, media forms. The global videogames industry is worth billions of dollars and growing year on year as it releases yet more innovative products


Creative Writing Career 2: Additional Interviews with Screenwriters, Authors, and Video Game Writers
Creative Writing Career 2: Additional Interviews with Screenwriters, Authors, and Video Game Writers
By Justin Sloan
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$17.95
4.0 out of 5 stars with 157 reviews
In this sequel to Creative Writing Career: Becoming a Writer of Movies, Video Games, and Books, Stephan and Justin continue to bring you industry advice as well as interviews with screenwriters, video game writers, and authors of books and comics. Th


iMovie 4 & iDVD: The Missing Manual
iMovie 4 & iDVD: The Missing Manual
By Pogue Press O'Reilly
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ean: 9780596006938, isbn: 0596006934,

4.3 out of 5 stars with 55 reviews


Creative Writing Career: Becoming a Writer of Movies, Video Games, and Books: Creative Mentor, Book 1
Creative Writing Career: Becoming a Writer of Movies, Video Games, and Books: Creative Mentor, Book 1
By Justin Sloan
In Stock
$17.95
4.8 out of 5 stars with 62 reviews
Your guide to positioning yourself for a career as a creative writer. Including author interviews with the following: Stephan Bugaj (Pixar and beyond) Anthony Burch (Borderlands 2) Joshua Rubin (Assassins Creed 2) Will Wight (the Traveler's Gate trilogy) And many more! Everyone wants to be a writer, and they want to know what they can do to make that dream come true. However, most aspiring writers do not understand how to position themselves so they are ready when presented with


Playing Along: Digital Games, YouTube, and Virtual Performance (Oxford Music / Media)
Playing Along: Digital Games, YouTube, and Virtual Performance (Oxford Music / Media)
By Oxford University Press
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$125.00
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mpn: 28 images, ean: 9780199753451, isbn: 0199753458,

4.0 out of 5 stars with 15 reviews
Why don't Guitar Hero players just pick up real guitars? What happens when millions of people play the role of a young black gang member in Grand Theft Auto: San Andreas? How are YouTube-based music lessons changing the nature of amateur musicianship? This book is about play, performance, and participatory culture in the digital age. Miller shows how video games and social media are bridging virtual and visceral experience, creating dispersed communities who forge meaningful connections by


Digital Media Collection
Digital Media Collection
By O'Reilly Media
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$91.55

ean: 9780596007409, isbn: 059600740X,

4.0 out of 5 stars with 216 reviews
The Digital Media universe is filled with music, video, and still imagery. And to begin your exploration, you just need to learn a few basic techniques. This collection of tips, hacks, and tutorials is designed to accelerate your mastery of these media. We cover video, music, and photography because they're not isolated forms of expression--in fact their real power is unleashed when you combine these media to communicate your vision in new ways never before envisioned. Even if you consider


Fun for All: Translation and Accessibility Practices in Video Games
Fun for All: Translation and Accessibility Practices in Video Games
By Peter Lang AG, Internationaler Verlag der Wissenschaften
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ean: 9783034314503, isbn: 3034314507,

4.9 out of 5 stars with 36 reviews
Video games have evolved to become a pervasive format which is beyond entertainment, enjoyed by a broad group of people rather than as a niche activity by hardcore gamers. However, to date, academic studies focusing on game localization and accessibility are few and far between, despite the fact that further research in localization and accessibility would be beneficial to all. The different contributions in this pioneering volume address the emerging fields of Game Accessibility and Game



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