Games Girls Play : Contexts of Girls and Video Games - by Carolyn M. Cunningham (Hardcover)
This book examines the role that video games play in girls’ lives, including how games structure girls’ leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games, as well as the discourses surrounding girls and video games.
Video Games Save the World - (Video Game Revolution) by Heather E. Schwartz (Hardcover)
To save the world, one must play video games. Sounds ridiculous, right? But in reality many people are looking to video games to tackle many of the world's problems. Take a closer look at the ways in which video games can help save the world.
Bored? 700,000 Games: Big Box of Games for PC should do the trick! This giant collection of computer games is great for the entire family and offers so many choices there's bound to be one each family member will love. Choose from card games, board games, arcade games, puzzle games, sports games and a whole lot more. Rated E 10+, for everyone 10 and up.
Video Games As Culture : Considering the Role and Importance of Video Games in Contemporary Society
Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.
Trademark Games 2-in-1 Portable Video Solitaire Touch-Screen Game
Looks like a computer but it's actually a laptop video solitaire game with a touch screen and two games in one. The screen slides easily closed and open in one smooth motion. This will make a great gift for the whole family.