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Listen to Coronavirus Patient Zero

Computer Science And It

RRP $19.95

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"When Ben discovers that his Facebook page has been changed, he is worried. Then someone sends emails from his account! Have his personal and work files been hacked? This book looks at the topics of computer science and information and communications technology to explain how Ben's laptop and his company's network have been compromised, and how the systems administrator, network manager, and police investigators can track down the person carrying out the cyber attack."


Computing With A Laptop For The Older Generation

RRP $20.99

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Written especially for the over 50s, the friendly and practical approach of this book will help you to understand and get the most from your laptop PC in an easy and enjoyable way.


Computer Games And New Media Cultures

RRP $23.10

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Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.

As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as 'modding', and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.



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