computer games

Type: 
Topical Term
Subfield: 
a
Alias: 
computer games

Erebos

it's a game, it watches you
2012
Nick is given an addictive computer game called "Erebos" that asks its players to carry out actions in the real world in order to keep playing online, actions which become more and more terrifyingly manipulative. As Nick loses friends and all sense of right and wrong in the real world, he gains power and advances further towards his online goal--to become one of the Inner Circle of Erebos.

User unfriendly

2001
Fourteen-year-old Arvin and his friends risk using a computer-controlled role-playing game to simulate a magical world in which they actually become fantasy characters, even though the computer program is a pirated one containing unpredictable errors.

When Charlie McButton lost power

2007
A boy who likes nothing but playing computer games is in trouble when the power goes out and his little sister has all of the batteries in the house.

Realm of ghosts

2011
Curtis Switzer reluctantly agrees to attend a party with his friend Junior, but they arrive at the video arcade where the event is supposed to be held to find it dark and boarded up, and when they manage to find their way in, Curtis, a gaming pro, is lured into a life or death contest with a mysterious, hooded man.

Doomed

Pandora Walker unwittingly unleashes cyber Armageddon on her seventeenth birthday and must play a virtual reality game in order to save the world.

Computer game designer

2008
Contains a "virtual" approach for finding a career in computer and electronic games. Discusses the requirements, necessary education, and required equipment, and recommends that you take a tour of each game designer at work, and seek interviews with professionals already working in the electronic fields.

Discordia

the eleventh dimension
2010
Lance, who loves the addictive online battle game Discordia, finds himself transported to the real Discordia, where he must battle enemies to complete his quest or risk being changed into the zombie character he plays in the game.

What video games have to teach us about learning and literacy

2007
Discusses thirty-six principles of learning that the author argues are built into good video games, and looks at how those principles relate to three areas of research on learning, including situated cognition, the New Literacy Studies, and connectionism.

Virtual Fred and the big dip

1997
While in the virtual reality of a computer game, Fred Whiffington meets an eccentric professor whose problems spill over into the real world.

Reamde

2011
When his own high-tech start up turns into a Fortune 500 computer gaming group, Richard Forthrast, the black sheep of an Iowa family who has amassed an illegal fortune, finds the line between fantasy and reality becoming blurred when a virtual war for dominance is triggered.

Pages

Subscribe to RSS - computer games