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  • How Video Games Made the Metaverse: From Pixels to Portals

    How Video Games Made the Metaverse by Vero, Kelly;

    From Pixels to Portals

      • GET 20% OFF

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      • Publisher's listprice GBP 120.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        57 330 Ft (54 600 Ft + 5% VAT)
      • Discount 20% (cc. 11 466 Ft off)
      • Discounted price 45 864 Ft (43 680 Ft + 5% VAT)

    57 330 Ft

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    Availability

    Not yet published.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Edition number 1
    • Publisher CRC Press
    • Date of Publication 22 January 2026

    • ISBN 9781041015345
    • Binding Hardback
    • No. of pages168 pages
    • Size 254x178 mm
    • Language English
    • Illustrations 4 Illustrations, black & white; 4 Line drawings, black & white; 26 Tables, black & white
    • 700

    Categories

    Short description:

    Drawing on over 30 years of industry experience, Kelly Vero explores the rich interplay between narrative, design, and technology, making the case for why story, far from being a cosmetic layer, is foundational to player engagement, emotional investment, and lasting value in games and virtual worlds.

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    Long description:

    This book offers an unflinching look at the creative and structural challenges of storytelling in interactive media. Drawing on over 30 years of industry experience, Kelly Vero explores the rich interplay between narrative, design and technology, making the case for why story, far from being a cosmetic layer, is foundational to player engagement, emotional investment and lasting value in games and virtual worlds.



    The book unpacks how narrative design works across different genres and platforms: from AAA games and sandbox titles to immersive metaverses, offering a toolkit of questions and techniques to help creators build experiences that resonate. Vero brings the reader inside the design process, examining iterative workflows, empathy versus hypothesis testing, and the importance of building for diverse, evolving user bases. She draws from case studies including The Legend of Zelda, BTS Universe Story, Final Fantasy XIV and even RuneScape’s infamous party hat, showing how stories are told not just through dialogue, but also through User Interface (UI), environment, mechanics and player choice.



    Crucially, How Video Games Made the Metaverse: From Pixels to Portals is about building worlds that people want to live in. Whether you’re a product lead, a writer or a designer, this book explores how to integrate content, interaction and community into a unified whole. It challenges creators to abandon ego-led development and instead embrace deep user understanding as the compass for creative direction.


    By the end, readers will understand how to apply storytelling techniques not only to games and metaverses, but also to digital products more broadly, from loyalty programmes and education platforms to virtual retail and Artificial Intelligence (AI) companions. Vero’s reflections on narrative, purpose and legacy offer a roadmap for creating digital experiences that matter, not just ones that entertain.

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    Table of Contents:

    1.     Introduction to Technology, 2.     Early Tech Stacks, 3.     Game Engines and AI, 4.     Avatars, Digital Twins and Plug-Ins Part I, 5.     Avatars, Digital Twins and Plug-Ins Part II, 6.     Introduction to Narrative and Design, 7.     Design and Game Thinking, 8.     Good Stories, 9.     A Life in the Metaverse, 10.  Introduction to User Experience, 11.  Interoperability, 12.  User Acquisition, 13.  Communities and Influencers, Afterword

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