Products related to Games:
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Campsite Games : 50 fun games to play in nature
The essential games companion for your next camping trip!Travel has become a little … complicated over the past few years, and more and more of us are revelling in the simple pleasures of getting back to nature and the joys of the humble camping trip.Enter Campsite Games, 50 of the best games to play in nature, whether you’re sat around the campfire or huddled in your tent or RV.Featuring timeless classics such as Celebrity heads, Scattergories, Spooky Stories, and Flashlight Tag, as well as new games that will test your knowledge (and perhaps your friendships!), this beautifully illustrated deck will keep you and your friends or family entertained in the great outdoors.
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Playing Nature : Ecology in Video Games
A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet?As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play.In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms.Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction.Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.
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The Player Of Games : A Culture Novel
The novels of Iain M. Banks have forever changed the face of modern science fiction.His Culture books combine breathtaking imagination with exceptional storytelling, and have secured his reputation as one of the most extraordinary and influential writers in the genre. 'Banks is a phenomenon' William Gibson The Culture - a utopian human-machine symbiotic society - has thrown up many expert Game Players, and one of the greatest is Jernau Morat Gurgeh.He is Master of every board, computer and strategy - he is The Player of Games. Bored with success, Gurgeh travels to the cruel and incredibly wealthy Empire of Azad to try their infamous game . . . a game so complex, so like life itself, that the winner becomes emperor.Mocked, blackmailed, almost murdered, Gurgeh plays the game, and faces the challenge of his life - and very possibly his death. Praise for the Culture series: 'Epic in scope, ambitious in its ideas and absorbing in its execution' Independent on Sunday 'Banks has created one of the most enduring and endearing visions of the future' Guardian 'Jam-packed with extraordinary invention' Scotsman 'Compulsive reading' Sunday TelegraphThe Culture series:Consider PhlebasThe Player of GamesUse of WeaponsExcessionInversionsLook to WindwardMatterSurface DetailThe Hydrogen SonataThe State of the ArtOther books by Iain M.Banks:Against a Dark BackgroundFeersum EndjinnThe AlgebraistAlso now available: The Culture: The Drawings - an extraordinary collection of original illustrations faithfully reproduced from sketchbooks Banks kept in the 1970s and 80s, depicting the ships, habitats, geography, weapons and language of Banks' Culture series of novels in incredible detail.
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Alternate Reality Games : Promotion and Participatory Culture
Using textual analysis, interviews with game designers, audience surveys, and close analysis of player forum discussion, this book examines the unique nature of the producer/consumer relationship within promotional Alternate Reality Games (ARGs).Historically, ARGs are rooted in advertising as much as they are in narrative storytelling.As designers often have to respond to player actions as the game progresses, players can have an impact on the storyline, on character behaviour, and potentially on the final resolution of the narrative.This book explores how both media consumers and producers are responding to this new reconfiguration of the producer/consumer/prosumer dynamic in order to better understand the diverse advertising experiences available to media audiences today. With a focus on participatory culture and the political economy of promotional communications, this in-depth analysis of ARGs will appeal to academics and researchers in the fields of games, film, advertising, and media and cultural studies.
Price: 19.99 £ | Shipping*: 3.99 £ -
Playing Place : Board Games, Popular Culture, Space
An essay collection exploring the board game’s relationship to the built environment, revealing the unexpected ways that play reflects perceptions of space. Board games harness the creation of entirely new worlds.From the medieval warlord to the modern urban planner, players are permitted to inhabit a staggering variety of roles and are prompted to incorporate preexisting notions of placemaking into their decisions.To what extent do board games represent the social context of their production?How might they reinforce or subvert normative ideas of community and fulfillment?In Playing Place, Chad Randl and D. Medina Lasansky have curated a collection of thirty-seven fascinating essays, supplemented by a rich trove of photo illustrations, that unpack these questions with breadth and care. Although board games are often recreational objects, their mythologies and infrastructure do not exist in a vacuum—rather, they echo and reproduce prevalent cultural landscapes.This thesis forms the throughline of pieces reflecting on subjects as diverse as the rigidly gendered fantasies of classic mass-market games; the imperial convictions embedded in games that position player-protagonists as conquerors establishing dominion over their “discoveries”; and even the uncanny prescience of games that have players responding to a global pandemic.Representing a thrilling convergence of historiography, architectural history, and media studies scholarship, Playing Place suggests not only that tabletop games should be taken seriously but also that the medium itself is uniquely capable of facilitating our critical consideration of structures that are often taken for granted.
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Video Games and Pop Culture : Odyssey Two
The year was 2016. The culture wars were deepening, with no end in sight. As the marketplace of ideas faded further into memory, one writer tried to bring it back – and succeeded.In September 2016 Robert B. Marks’ Garwulf’s Corner returned to The Escapist for another year, presenting a moderate and mature look at many of the hot-button issues facing pop culture. Months after Garwulf’s Corner’s second year came to an end the Escapist was sold to another media company – and its new editor-in-chief libeled everybody who had worked there since 2014. During the ensuing legal action, the whole of Garwulf’s Corner was removed from the pages of the Escapist and all but destroyed...until now.Insightful, compelling, and still relevant, this volume contains:- The second year of Garwulf’s Corner, covering topics ranging from Star Wars movies to outrage culture to video games.- Previously unpublished installments looking at Minecraft, video game addiction, and more.- The full run of The Most Important PC Games of All Time, a comprehensive look at the decades-long history of the video game from the 1940s to today.From No Man’s Sky to Police Quest, from Fox’s Gotham to military science fiction, take a fresh and new odyssey back into the world of pop culture.
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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.
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Harper Collins A Year of Nature Walks & Games
Discover the treasures of our natural world with 52 fun activities following the seasons. Filled with activities and games for children aged 7 years and up to do out and about in nature that are budget-friendly and will entertain all year round. From spring birdwatching walks to summer park games, autumn wildlife tracking to winter nature rubbings, these 52 things to see and do will inspire children to go on a nature walk and have fun outdoors! Fun activities for every week of the year Easy-to-follow instructions and tips Colourful photographs and illustrations
Price: 9.74 £ | Shipping*: 0.00 £
Similar search terms for Games:
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Do you like hiking in the mountains?
As an AI, I do not have personal preferences or physical capabilities to engage in activities like hiking. However, I can provide information and tips on hiking in the mountains if you are interested.
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How can one buy games with the Culture Pass?
To buy games with the Culture Pass, you can use the credits that come with your pass to purchase games from participating retailers or online platforms. Simply present your Culture Pass at the point of purchase and use the credits to pay for the games. Some retailers may also allow you to use the pass to get discounts on games or special offers. Make sure to check the terms and conditions of the Culture Pass to see which retailers and platforms are eligible for game purchases.
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Is man a creature of nature or culture, or is culture the nature of man?
Man is a complex being influenced by both nature and culture. While humans are inherently part of the natural world, our behaviors, beliefs, and practices are largely shaped by the societies we live in. Culture can be seen as the nature of man in the sense that it is a fundamental aspect of human existence, shaping our identities and interactions with the world. Ultimately, the relationship between nature and culture is intertwined in shaping the essence of humanity.
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Is man a being of nature or culture, or is culture the nature of man?
Man is a being of both nature and culture. While humans are inherently a part of the natural world, our ability to create and participate in culture sets us apart from other species. Culture shapes our beliefs, behaviors, and interactions with the world, becoming an essential part of our identity. Therefore, culture can be seen as the nature of man, as it influences and defines our existence in profound ways.
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Is culture a form of nature?
Culture is not a form of nature, but rather a product of human society. While culture can be influenced by nature and the environment, it is distinct in that it is created, shared, and passed down through generations by humans. Nature refers to the physical world and natural phenomena, while culture encompasses the beliefs, customs, arts, and social behaviors of a particular group of people.
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Is man a being of nature or culture?
Man is a being of both nature and culture. While humans are a part of the natural world and share many characteristics with other animals, they also possess the ability to create and participate in complex cultural systems. Culture shapes human behavior, beliefs, and values, influencing how individuals interact with their environment. Ultimately, humans exist at the intersection of nature and culture, with both aspects playing a significant role in shaping their identities and experiences.
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'Digital games or physical games?'
The choice between digital games and physical games ultimately comes down to personal preference. Digital games offer convenience and accessibility, as they can be easily downloaded and played on various devices. On the other hand, physical games provide a tangible collection that some gamers enjoy, along with the ability to resell or trade them. Both options have their own advantages and drawbacks, so it really depends on what each individual values in their gaming experience.
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Where are the most beautiful hiking trails in the mountains in Germany?
The most beautiful hiking trails in the mountains in Germany can be found in the Bavarian Alps. The region offers stunning landscapes, including lush green valleys, crystal-clear lakes, and majestic peaks. The trails in areas such as Berchtesgaden National Park and the Zugspitze offer hikers breathtaking views and the opportunity to explore the natural beauty of the German Alps. Additionally, the Black Forest in southwestern Germany is also known for its picturesque hiking trails through dense forests and rolling hills.
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