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New Emotion. New Tools. New Sims. Take your first look into the gameplay of The Sims 4 in this trailer revealed at Gamescom 2013. Follow The Sims 4 at ...


  • Virtual Character Design for Games and Interactive Media

    CRC Press. 2015. ISBN: 9781498760263,1498760260. 256 pages.

    While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more intricate and varied, there is a growing need to examine the theory and practice of virtual character design. This book seeks to develop a series...

  • Killer Facebook Ads

    John Wiley & Sons. 2011. ISBN: 9781118151532,1118151534. 288 pages.
  • Gender, Age, and Digital Games in the Domestic Context

    Routledge. 2015. ISBN: 9781317632986,1317632982. 182 pages.

    Western digital game play has shifted in important ways over the last decade, with a plethora of personal devices affording a range of increasingly diverse play experiences. Despite the celebration of a more inclusive environment of digital game play, very little grounded research has been devoted to the examination of familial play and the domestication of digital games, as opposed to evolving public and educational contexts. This book is the first study to provide a situated investigation...

  • A Pattern Language

    Oxford University Press. 1977. ISBN: 9780199726530,0199726531.

    You can use this book to design a house for yourself with your family; you can use it to work with your neighbors to improve your town and neighborhood; you can use it to design an office, or a workshop, or a public building. And you can use it to guide you in the actual process of construction. After a ten-year silence, Christopher Alexander and his colleagues at the Center for Environmental Structure are now publishing a major statement in the form of three books which will, in their words,...

  • Game Worlds Get Real: How Who We Are Online Became Who We Are Offline

    ABC-CLIO. 2017. ISBN: 9781440851292,1440851298. 246 pages.

    This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. • Explains how social rigidity in digital communities often robs these spaces of experimentation and identity play • Suggests that new technologies such as virtual reality are unlikely to revolutionize the media or cause dramatic social change

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The Sims 3: Pets | Giochi Xbox 360
The Sims 3: Pets | Giochi Xbox 360

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