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Stash Box Video Gaming Accessories Storage - Yellow
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Need more space for your growing video game collection? You need a Stash Box(tm) to store up to 32 more games or DVDs! Attach it directly below your wall-mounted GameOn(tm) unit and instantly gain access to your gear and games all-in-one location. Available in your choice of black, white, red, blue, yellow, and green safety certified paint to mix and match with the GameOn(tm) video gaming storage system(tm). The Stash Box(tm) will support up to 25 pounds when properly wall-mounted. The Stash Box(tm) comes with a limited lifetime warranty.
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Well Played 1.0: Video Games, Value and Meaning
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Video games can be "well played" in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done. This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of "well played." The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis.
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Film and Video Art
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Film and Video Art is an exciting, comprehensive volume that traces the history of artists’ involvement with the moving image from the earliest experiments with film to the latest digital and video streaming techniques on the Internet. Accompanied by striking imagery, leading international critics discuss major developments in the unfolding dialogue between artists and moving image media. Starting with the work of the Lumiere brothers in the late 19th century and progressing through the Surrealist, Dadaist, Russian Constructivist, and Pop Art movements to the prominence of documentary in recent contemporary art and the advent of big-budget art films, this engrossing and thorough survey is an invaluable resource. Major artists featured include Luis Buñuel, Man Ray, Douglas Gordon, Bruce Nauman, Sam Taylor-Wood, Richard Serra, and Andy Warhol.
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Stash Box Video Gaming Accessories Storage - Blue
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Need more space for your growing video game collection? You need a Stash Box(tm) to store up to 32 more games or DVDs! Attach it directly below your wall-mounted GameOn(tm) unit and instantly gain access to your gear and games all-in-one location. Available in your choice of black, white, red, blue, yellow, and green safety certified paint to mix and match with the GameOn(tm) video gaming storage system(tm). The Stash Box(tm) will support up to 25 pounds when properly wall-mounted. The Stash Box(tm) comes with a limited lifetime warranty.
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Classic Home Video Games, 1985-1988: A Complete Reference Guide
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A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include publisher/developer data, release year, gameplay information, and, typically, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work, and a preface provides a comparison between the modern gaming industry and the industry of the late 1980s.
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Classic Home Video Games, 1985-1988: A Complete Reference Guide
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A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include publisher/developer data, release year, gameplay information, and, typically, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work, and a preface provides a comparison between the modern gaming industry and the industry of the late 1980s.
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Video Production: Disciplines and Techniques
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This book introduces students to the operations underlying multiple-camera video production. It deals with a range of issues from how crew members interact with equipment to the manner in which crews interact with each other. More than just telling students what to do, this book shows how to do a job and why. This edition has been revised and reorganized to take into account many recent changes in the field of video production. In addition, the book's accompanying web chapters take advantage of the Internet s interactivity to enhance your learning; you will find interactive exercises that enable you to apply production techniques in the studio and to review for tests, downloadable sample forms, video and audio clips demonstrating principles and techniques, and much more.
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The Video Gaming Manual
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Videogaming has evolved over the last decade to become a massive market, on course to overtake mainstream forms of entertainment such as films and music. the medium grows with each generation, and such is the engrossing nature of this pastime that the number of new gamers sufficiently interested in it to go beyond simply playing of the latest titles increases. They join an already considerable demographic consisting of individuals who have grown up alongside the videogame industry and view past consoles and games with great fondness.
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Before the Crash: Early Video Game History (Contemporary Approaches to Film and Television Series) (Contemporary Approaches to Film and Media Series)
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Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, and major video game makers suffered steep losses or left the market altogether. In Before the Crash: Early Video Game History, editor Mark J. P. Wolf assembles essays that examine the fleeting golden age of video games, an era sometimes overlooked for older games lack of availability or their perceived primitiveness when compared to contemporary video games.In twelve chapters, contributors consider much of what was going on during the pre-crash era: arcade games, home game consoles, home computer games, handheld games, and even early online games. The technologies of early video games are investigated, as well as the cultural context of the early period from aesthetic, economic, industrial, and legal perspectives. Since the video game industry and culture got their start and found their form in this era, these years shaped much of what video games would come to be. This volume of early history, then, not only helps readers to understand the pre-crash era, but also reveals much about the present state of the industry.Before the Crash will give readers a thorough overview of the early days of video games along with a sense of the optimism, enthusiasm, and excitement of those times. Students and teachers of media studies will enjoy this compelling volume.
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Introduction to Video Game Design
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Are you ready to get in the game? Introduction to Video Game Design is a fun and easy text/software design guide that requires no previous knowledge of programming or game design. This text/software design guide introduces students to the fundamentals of video game design and provides hands-on experience using the freeware Game Maker game engine. Activity-based, integrated curriculum: game-theory reading with gamebuilding application lessons. Designed to fit into existing high school or middle school CTE curriculum. Text and Software Design Guide in one!Introduction to Video Game Design integrates cross-curriculum and STEM activities. Students apply principles of advanced mathematics and science through STEM reading material applied in the game building lessons. Other concepts of language arts, social sciences, and applied technology make this one of the most ideal applications of STEM integration. This innovative and flexible product integrates STEM lessons for 20, 45, or 90 days/hours of instruction.
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Classic Home Video Games, 1972-1984: A Complete Reference Guide
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This thoroughly researched reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre-Nintendo NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade, and Vectrex. Organized alphabetically by console brand, each chapter includes a history and description of the game system, followed by substantive, encyclopedia-style entries for every game released for that console, regardless of when the game was produced. Each video game entry includes publisher/developer information and the release year, along with a detailed description and, frequently, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work. An appendix lists a number of "homebrew" titles that have been created by fans and amateur programmers and are available for download or purchase.
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Video Gamers
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Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are engaged with and experienced in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding gaming practices.
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Stash Box Video Gaming Accessories Storage - White
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Need more space for your growing video game collection? You need a Stash Box(tm) to store up to 32 more games or DVDs! Attach it directly below your wall-mounted GameOn(tm) unit and instantly gain access to your gear and games all-in-one location. Available in your choice of black, white, red, blue, yellow, and green safety certified paint to mix and match with the GameOn(tm) video gaming storage system(tm). The Stash Box(tm) will support up to 25 pounds when properly wall-mounted. The Stash Box(tm) comes with a limited lifetime warranty.
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Stash Box Video Gaming Accessories Storage - Black
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Need more space for your growing video game collection? You need a Stash Box(tm) to store up to 32 more games or DVDs! Attach it directly below your wall-mounted GameOn(tm) unit and instantly gain access to your gear and games all-in-one location. Available in your choice of black, white, red, blue, yellow, and green safety certified paint to mix and match with the GameOn(tm) video gaming storage system(tm). The Stash Box(tm) will support up to 25 pounds when properly wall-mounted. The Stash Box(tm) comes with a limited lifetime warranty.
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Stash Box Video Gaming Accessories Storage - Green
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Need more space for your growing video game collection? You need a Stash Box(tm) to store up to 32 more games or DVDs! Attach it directly below your wall-mounted GameOn(tm) unit and instantly gain access to your gear and games all-in-one location. Available in your choice of black, white, red, blue, yellow, and green safety certified paint to mix and match with the GameOn(tm) video gaming storage system(tm). The Stash Box(tm) will support up to 25 pounds when properly wall-mounted. The Stash Box(tm) comes with a limited lifetime warranty.
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Aesthetic Theory and the Video Game
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This book draws on aesthetic theory, including ideas from the history of painting, music and dance, to offer a fresh perspective on the video game as a popular cultural form. It argues that games like Grand Theft Auto and Elektroplankton are aesthetic objects that appeal to players because they offer an experience of form, as this idea was understood by philosophers like Immanuel Kant and Theodor Adorno. Video games are awkward objects that have defied efforts to categorize them within established academic disciplines and intellectual frameworks. Yet no one can deny their importance in re-configuring contemporary culture and their influence can be seen in contemporary film, television, literature, music, dance and advertising. This book argues that their very awkwardness should form the starting point for a proper analysis of what games are and the reasons for their popularity. This book will appeal to anyone with a serious interest in the increasingly playful character of contemporary capitalist culture.
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Stash Box Video Gaming Accessories Storage - Red
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Need more space for your growing video game collection? You need a Stash Box(tm) to store up to 32 more games or DVDs! Attach it directly below your wall-mounted GameOn(tm) unit and instantly gain access to your gear and games all-in-one location. Available in your choice of black, white, red, blue, yellow, and green safety certified paint to mix and match with the GameOn(tm) video gaming storage system(tm). The Stash Box(tm) will support up to 25 pounds when properly wall-mounted. The Stash Box(tm) comes with a limited lifetime warranty.
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Video Game Spaces: Image, Play, and Structure in 3D Worlds
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The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers--rule-based space, mediated space, fictional space, play space, and social space--and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
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California Video: Artists and Histories
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Published to accompany a landmark exhibition on view at the J. Paul Getty Museum from March 15 through June 18, 2008, California Video presents the first comprehensive survey of the history of video art in California. Since the late 1960s, California artists have been at the forefront of an international movement that has expanded video into the realm of fine art. Whether designing complex video installations, devising lush projections, experimenting with electronic psychedelia, creating conceptual and performance art, generating guerilla video, or producing works that promote feminism and other social issues, these artists have utilized video technology to express revolutionary ideas. This illustrated volume focuses on fifty-eight artists, from early video pioneers such as John Baldessari, Bruce Nauman, and William Wegman, to Martha Rosler, Diana Thater, Bill Viola, and other established and emerging talents. Thirty-seven recent interviews shed new light on these artists—their influences, creative processes, and impact. Together with commissioned essays, rare reprints, and previously unpublished video transcripts, California Video chronicles a distinctly West Coast aesthetic located within the broader history of video art.
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Reset: Changing the Way We Look at Video Games
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Video games can actually be good for you?and Rusel DeMaria (whose books on video games have sold 2 million copies) proves it. In this insider's analysis of the increasingly violent and uncreative video gaming industry, he offers a roadmap for parents, educators, gamers, and industry insiders to leverage the inherent potential of games to promote positive personal and social change.
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Video Game PLAY AND ADDICTION: A GUIDE FOR PARENTS
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Video games are a powerful and growing force in our society, and children are spending more and more time planted in front of the television or computer. But as parents, you may be worried about how they affect your children. When does play become problematic? How does video gaming fit into the general community? Containing a wealth of information, this valuable primer answers these and other questions related to video games. Kourosh Dini, MD, a child, adolescent, and adult psychiatrist and gamer, has researched video gaming and presents a balanced and intelligent discussion on its advantages and disadvantages from a psychological standpoint. This primer will help parents to:Gain an understanding of the allure of video gamesSee how video games can provide positive growthLearn what to consider in assessing for addiction or problematic playUnderstand the draw of community and social networking within game worldsConsider the future of society and video gamesTargeted to parents who want to know what's safe and what isn't for their children, Video Game Play and Addiction contains the information you need to help you navigate the twenty-first-century world of video games.
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Classic Video Games: The Golden Age, 1971-1984 (Shire USA)
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In the early 1970s, video arcade games sprung to life with the advent of Pong and other coin-operated games. Within just a few short years, if you had a quarter, you could go to the video arcade and play Space Invaders, Asteroids, or Pac-Man. If you were lucky enough to have an Atari system hooked up to your television, you could play Frogger or Galaga at home. By the early 1980s, arcade and video games were entrenched as a pop culture phenomenon, with players spending hours in arcades racking up as many points as possible. Arcade games were everywhere: restaurants, bowling alleys, department stores, grocery stores--anywhere that could accommodate a three-foot by five-foot machine. But, just as soon as the phenomenon began, it morphed into something else with the advent of hand-held games and more sophisticated home-gaming systems. Brian Eddy, former executive director, producer, and programmer for Midway Games, traces the evolution of arcade video games in Classic Video Games, giving readers an inside look at the stratospheric rise--and collapse--of the industry. Readers will reminisce about their favorite games, such as Centipede, Ms. Pac-Man, Tron, and Star Wars as they relive the glory days of the classic video game rage of the 1970s and 1980s.
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Digital Video Secrets: What the Pros Know and the Manuals Don't Tell You
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100 simple secrets of shooting digital video that "everyone knows" but no one tells you. This is a "little book" for every first-time filmmaker's camera bag. It is filled with practical easy-to-read how-to information. As the complexity and resolution of modern digital video cameras increases, the line between professional and consumer features is increasingly blurred. With a modern "consumer camera" the owner faces "professional" decisions every time he shoots. This book simplifies these decisions, and shows the first-time filmmaker how to get the most out of these marvelous new cameras.
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Cut: Film As Found Object In Contemporary Video
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The moving picture, film, and television have exerted an unmatched influence throughout the 20th century, equally documenting and constructing our reality. It is the peculiar power of the moving image that while it may be depicting a fiction, our viewing of it is real and therefore the experience and memory we take away from it is filed away with all the other events and memories that have actually happened to us. The artists in CUt have taken the material of their reality--the movie and the news program--and manipulated it to reveal its power to communicate and shape reality. Clearly indebted to the appropriation strategies of the 1980s and sampling in hip hop and rap music of the 1990s, these artists are united by their gestural use of editing. Whether through looping, repetition, erasure, or compression, their active manipulation of their medium recalls the importance that action was given by Richard Serra in 1968, when he published Verb List, a list of actions that a sculptor could use to create sculpture: to roll, to crease, to fold, to cut, etc. CUt explores the actions through which artists create videos. Through the physical manipulation of the most familiar of media, they restructure reality, making the familiar unfamiliar and instilling in the viewer the opportunity to comprehend and distinguish a new reality. Included are works by Candice Breitz, Omar Fast, Douglas Gordon, Michael Joaquin Grey, Pierre Huyghe, Christian Marclay, Jennifer & Kevin McCoy, and Paul Pfeiffer.
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Video Games & Your Kids: How Parents Stay in Control
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Video games are now firmly embedded in the cultural identity of America s teenagers. It is now estimated that 90 percent of our youth are playing video games. They are using handheld devices or full-fledged, Internet-based, multiplayer games. Most are nonchalant about them, enjoying them as part of the many things they do for pleasurable entertainment, integrating them into their lives without harmful effect. Others, however, have grown so dependent on these games that they are abandoning their lives to pursue this activity, which they seem to prefer above all others. Video Games & Your Kids: How Parents Stay in Control is for parents who are worried that their children may be spending too much time playing video games. Based on research and the author s clinical experience, the book explains what gaming addiction is, how much gaming is too much, and the effects gaming has on the body and brain. The authors give gaming advice on each stage of life; birth-2 years, ages 2-6, elementary school years, adolescence, and adult children still living at home. Where there is a problem, the authors provide parents with tools that will help them successfully set limits for their children.
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Success Stories: Using Video Stories to Connect, Communicate, and Create True Success with Your Students
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Video Stories provide a research-validated, dynamic teaching tool in which actual video clips of the students performing a skill are combined with all the essential information needed to understand that skill. Once the students see themselves as successful "movie stars, " they often begin to initiate their new skills right away. Jessica Roberts offers hundreds of ideas for how to use this motivating and powerful strategy to teach Classroom Expectations, Schedules/Routines, Appropriate Behavior, Language Development, Social Skills, Independent Living Skills, and Academic Concepts. This easy-to-follow guidebook will lead you through the process of creating your own Video Stories, with step-by-step visual instructions in Windows Movie Maker, PowerPoint, and iMovie.
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Web Design: Video Sites (Icons)
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This is our selection of contemporary award-winning video campaigns and websites. The YouTube phenomenon is just the tip of the iceberg in terms of the presence and importance of video on the web today. Everywhere you surf, videos abound; with increasing bandwidth speeds come more and more possibilities for the moving image to find its place in every nook and cranny of the web, whether to sell products or entertain or both. This book brings together a number of award-winning campaigns and websites produced for top brands worldwide, demonstrating the connection between the worlds of television and internet.
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Video Art (Basic Art)
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The immediacy and accessibility of video makes it an ideal medium for artists who want to work with sound and moving image; no sooner than video cameras were available to the public in the 1970s were artists already beginning to experiment with the possibilities of video. Though it took decades for it to be widely embraced by mainstream art, video is now firmly accepted as an important medium, thanks to the work of artists such as Matthew Barney, Bruce Nauman, Bill Viola, and Gillian Wearing. In TASCHEN's "Basic Art" movement and genre series, each book includes a detailed introduction with approximately 30 photographs, plus a timeline of the most important events (political, cultural, scientific, sporting, etc.) that took place during the time period. The body of the book contains a selection of the most important works of the epoch; each is presented on a 2-page spread with a full-page image and, on the facing page, a description/interpretation of the work, a reference work, portrait of the artist, quotes, and biographical information.
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Corporate Video Production: Beyond the Board Room (And OUT of the Bored Room)
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Go beyond the bland talking-head and PowerPoint slide-style of most corporate videos and learn how to land coveted corporate contracts with these comprehensive techniques from an industry veteran. Stuart Sweetow teaches you how to make imaginative corporate videos with eye-catching design, rhythmic editing tricks, and essential scriptwriting and interview techniques. Learn how to shoot on location or in a studio and how to work with employees-turned-actors. Also, discover how to get contracts and to produce online videos and podcasts for corporations, government agencies and non-profit organizations.*Learn the ins-and-outs of producing high-quality corporate videos - including training videos, conference videos, podcasts, and interactive training - and learn how to land coveted corporate freelance contracts *Written by an industry veteran who has written over 100 published articles and taught video production for seven years *Enhance the quality of your current corporate videos with these tips and tricks on developing engaging scripts, shooting on location, and how to interview subjects - also includes forms and guides that you can use in your own work
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Extra Lives: Why Video Games Matter
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Tom Bissell is a prizewinning writer who published three widely acclaimed books before the age of thirty-four. He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.
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