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Indoor games

See below for a selection of the latest books from Indoor games category. Presented with a red border are the Indoor games books that have been lovingly read and reviewed by the experts at Lovereading. With expert reading recommendations made by people with a passion for books and some unique features Lovereading will help you find great Indoor games books and those from many more genres to read that will keep you inspired and entertained. And it's all free!

Intersectional Tech

Intersectional Tech

Author: Kishonna L. Gray, Anita Sarkeesian Format: Hardback Release Date: 30/09/2020

In Intersectional Tech: Black Users in Digital Gaming, Kishonna L. Gray interrogates blackness in gaming at the intersections of race, gender, sexuality, and (dis)ability. Situating her argument within the context of the concurrent, seemingly unrelated events of Gamergate and the Black Lives Matter movement, Gray highlights the inescapable chains that bind marginalized populations to stereotypical frames and limited narratives in video games. Intersectional Tech explores the ways that the multiple identities of black gamers some obvious within the context of games, some more easily concealed affect their experiences of gaming. The normalization of whiteness and masculinity in digital culture inevitably leads to isolation, exclusion, and punishment of marginalized people. Yet, Gray argues, we must also examine the individual struggles of prejudice, discrimination, and microaggressions within larger institutional practices that sustain the oppression. These new racisms and a complementary colorblind ideology are a kind of digital Jim Crow, a new mode of the same strategies of oppression that have targeted black communities throughout American history. Drawing on extensive interviews that engage critically with identity development and justice issues in gaming, Gray explores the capacity for gaming culture to foster critical consciousness, aid in participatory democracy, and effect social change. Intersectional Tech is rooted in concrete situations of marginalized members within gaming culture. It reveals that despite the truths articulated by those who expose the sexism, racism, misogyny, and homophobia that are commonplace within gaming communities, hegemonic narratives continue to be privileged. This text, in contrast, centers the perspectives that are often ignored and provides a critical corrective to notions of gaming as a predominantly white and male space.

Intersectional Tech

Intersectional Tech

Author: Kishonna L. Gray, Anita Sarkeesian Format: Paperback / softback Release Date: 30/09/2020

In Intersectional Tech: Black Users in Digital Gaming, Kishonna L. Gray interrogates blackness in gaming at the intersections of race, gender, sexuality, and (dis)ability. Situating her argument within the context of the concurrent, seemingly unrelated events of Gamergate and the Black Lives Matter movement, Gray highlights the inescapable chains that bind marginalized populations to stereotypical frames and limited narratives in video games. Intersectional Tech explores the ways that the multiple identities of black gamers some obvious within the context of games, some more easily concealed affect their experiences of gaming. The normalization of whiteness and masculinity in digital culture inevitably leads to isolation, exclusion, and punishment of marginalized people. Yet, Gray argues, we must also examine the individual struggles of prejudice, discrimination, and microaggressions within larger institutional practices that sustain the oppression. These new racisms and a complementary colorblind ideology are a kind of digital Jim Crow, a new mode of the same strategies of oppression that have targeted black communities throughout American history. Drawing on extensive interviews that engage critically with identity development and justice issues in gaming, Gray explores the capacity for gaming culture to foster critical consciousness, aid in participatory democracy, and effect social change. Intersectional Tech is rooted in concrete situations of marginalized members within gaming culture. It reveals that despite the truths articulated by those who expose the sexism, racism, misogyny, and homophobia that are commonplace within gaming communities, hegemonic narratives continue to be privileged. This text, in contrast, centers the perspectives that are often ignored and provides a critical corrective to notions of gaming as a predominantly white and male space.

Beyond Donkey Kong

Beyond Donkey Kong

Author: Ken Horowitz Format: Paperback / softback Release Date: 30/08/2020

Before the enormously successful NES console changed the video game landscape in the 1980s, Nintendo became famous for producing legendary arcade machines like Donkey Kong and Mario Bros. Drawing on original interviews, news reports and other documents, this book traces Nintendo's rise from a small business that made playing cards to the top name in the arcade industry. Twenty-eight game titles are examined in-depth, along with the people and events that defined the company for more than four decades.

Pathfinder RPG: Advanced Player's Guide (P2)

Pathfinder RPG: Advanced Player's Guide (P2)

Author: Paizo Staff Format: Hardback Release Date: 11/08/2020

Ready to go beyond the basics? Expand the limits of what's possible with the Pathfinder Advanced Player's Guide! This 272-page Pathfinder Second Edition rulebook contains exciting new rules options for player characters, adding even more depth of choice to your Pathfinder game! Inside you will find brand new ancestries, heritages, and four new classes: the shrewd investigator, the mysterious oracle, the daring swashbuckler, and the hex-slinging witch! The must-have Advanced Player's Guide also includes exciting new options for all your favorite Core Rulebook classes and tons of new backgrounds, general feats, spells, items, and 40 flexible archetypes to customize your play experience even further! The Pathfinder Advanced Player's Guide includes: * Four new classes: the investigator, oracle, swashbuckler, and witch! * Five new ancestries and five heritages for any ancestry: celestial aasimars, curious catfolk, hagspawned changelings, vampiric dhampirs, fate-touched duskwalkers, scaled kobolds, fierce orcs, fiendish tieflings, industrious ratfolk, and feathered tengu! * 40 new archetypes including multiclass archetypes for the four new classes, Pathfinder favorites like the cavalier, dragon disciple, shadowdancer, and vigilante, and brand-new archetypes like the familiar master and the shield-bearing iron wall! * New class options for all twelve classes from the Pathfinder Core Rulebook including champions of evil, genie and shadow sorcerers, zen archer monks, rogue masterminds, spellcasting rangers, and more! * Even more exciting new rules, from rare and unique backgrounds to investigative skill feats, from spells and rituals like reincarnate and create demiplane to new items including special wands with unusual effects and exciting potions worthy of a witch's cauldron.

The Minds Behind Sports Games

The Minds Behind Sports Games

Author: Patrick Hickey Format: Paperback / softback Release Date: 30/07/2020

Featuring interviews with the creators of 35 popular video games--including John Madden Football, Tony Hawk Pro Skater 3, WCW/nWO Revenge, and RBI Baseball-this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) sports video games of all time. Recounting endless hours of painstaking development, the challenges of working with mega-publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.

Winning 42

Winning 42

Author: Dennis Roberson Format: Paperback / softback Release Date: 30/07/2020

There are two types of people in Texas: those who play 42 and those who need to learn. Winning 42 is written for both. A team game that no one tires of, 42 does not rely mostly on luck or memory. Skill and strategy separate the best from the rest. Veterans who relish the logic of each domino played will find challenge in the advanced chapters and fascination in the history and lore. Many who've grown up with 42 are nonetheless surprised by its utterly Texan heritage, reaching back over a century and a quarter. Beginners will find easy instruction in all the basics, from bidding a hand or setting an opponent to the challenge of the 84 hand, and can advance at their own pace. Replete with championship statistics and stories from veteran players and strategists--including many celebrities from astronauts to presidents--Winning 42 illumines a cherished tradition that links Texans from all walks of life.

The Last Guardian: An Extraordinary Story

The Last Guardian: An Extraordinary Story

Author: Future Press Format: Hardback Release Date: 24/07/2020

The Last Guardian: An Extraordinary Story A New Breed of Game Book Fumito Ueda's long-awaited third game tells an unlikely tale of companionship between a small boy and the huge, fantastic beast Trico. Future Press is proud to present a very special companion book that illuminates how the story was created and reveals countless details about the inner workings and inspirations behind The Last Guardian's mysterious world. The Beauty of an Art Book...Ueda's distinctive visual flair is on full display as gen DESIGN and JAPAN Studio walk us through the adventure, answering our questions along the way. Beautiful sketches depicting the designers' intent, storyboard and screenshot comparisons of key moments, and never-before-seen illustrations are all carefully presented...The Depth you expect from Future Press We've taken our strategy guide expertise and applied it to The Last Guardian in a manner befitting its many mysteries. For those seeking a deeper understanding of how the game works, our visual walkthrough highlights the game's narrative clues while exploring its most hidden corners.A Worthy Companion Striking a balance between visual splendor and technical detail, this book celebrates Ueda's singular vision and the dedicated team that helped bring it to life. The art and interviews contained within promise to reveal unexpected insights and fuel further discussions amongst fans everywhere.

Never Have I Ever

Never Have I Ever

Author: Kourtney Jason, Josh Miller Format: Paperback / softback Release Date: 17/07/2020

Game Design

Game Design

Author: Lewis Pulsipher Format: Paperback / softback Release Date: 15/07/2020

Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a big idea is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.

Ctrl-Alt-Play

Ctrl-Alt-Play

Author: Matthew Wysocki Format: Paperback / softback Release Date: 14/07/2020

[The word control has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to his virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video games, including different ways to theorize and define control within video gaming and how control impacts game design and game play. Close readings of specific games--including Grand Theft Auto: IV, Call of Duty: Black Ops, and Dragon Age: Origins--consider how each locates elements of control in their structures. As video games increasingly become a major force in the media landscape, this important contribution to the field of game studies provides a valuable framework for understanding games and their growing impact on society.]

Women and Video Game Modding

Women and Video Game Modding

Author: Bridget Whelan Format: Paperback / softback Release Date: 08/07/2020

The world of video games has long revolved around a subset of its player base-straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying games to appeal to players like themselves. Modders alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This collection of new essays examines the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity.