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Book 100 Greatest Video Game Characters

Download or read book 100 Greatest Video Game Characters written by Jaime Banks and published by Rowman & Littlefield. This book was released on 2017-06-23 with total page 261 pages. Available in PDF, EPUB and Kindle. Book excerpt: Though in existence for only a few decades, video games are now firmly established in mainstream culture all around the planet. Every year new games are produced, and every year new favorites emerge. But certain characters have become so iconic that they withstand both time and the shifting interests of players. Such creations permeate other elements of popular culture—from graphic novels to film—and are known not only to dedicated gamers but to the general public as well. In 100 Greatest Video Game Characters, readers can learn about some of the most popular and influential figures that have leapt from computer monitors and television screens and into the public consciousness. The entries in this volume provide general facts about the characters as well as explore their cultural significance. The entries include the following information: Game developer Year character was established Video game franchise In addition, the book examines the commonalities of various video game characters to help readers better understand their popularity and how they operate within the video games and the industry itself. Whether casually looking up information on video game characters or researching what these icons says about society, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Characters will appeal to fans and scholars alike.

Book 100 Greatest Video Game Franchises

Download or read book 100 Greatest Video Game Franchises written by Robert Mejia and published by Rowman & Littlefield. This book was released on 2017-08-17 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games take players on a trip through ancient battlefields, to mythic worlds, and across galaxies. They provide players with a way to try on new identities and acquire vast superpowers. Video games also give people the chance to hit reset – to play again and again until they achieve a desired outcome. Their popularity has enabled them to grow far beyond their humble origins and to permeate other forms of popular culture, from comic books and graphic novels to films and television programs. Video games are universal. In 100 Greatest Video Game Franchises, editors Robert Mejia, Jaime Banks, and Aubrie Adams have assembled essays that identify, assess, and reveal the most important video games of all-time. Each entry makes a case for the game’s cultural significance and why it deserves to be on the list, from its influence on other games to its impact on an international scale. In addition to providing information about the game developer and when the franchise was established, these entries explore the connections between the different video games, examining them across genre, theme, and content. This accessible collection of essays gives readers an opportunity to gauge their favorite video game franchises against the best of all time and argue how they each fit among the 100 greatest ever created. Whether casually looking up information on these games or eager to learn how franchises evolved over the years, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Franchises will appeal to fans and scholars alike.

Book Women and Video Game Modding

Download or read book Women and Video Game Modding written by Bridget Whelan and published by McFarland. This book was released on 2020-01-24 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 the games. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This is a collection of new essays on 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.

Book American Reference Books Annual

Download or read book American Reference Books Annual written by Juneal M. Chenoweth and published by Bloomsbury Publishing USA. This book was released on 2019-06-24 with total page 577 pages. Available in PDF, EPUB and Kindle. Book excerpt: Read professional, fair reviews by practicing academic, public, and school librarians and subject-area specialists that will enable you to make the best choices from among the latest reference resources. This newest edition of American Reference Books Annual (ARBA) provides librarians with insightful, critical reviews of print and electronic reference resources released or updated in 2017-2018, as well as some from 2019 that were received in time for review in the publication. By using this invaluable guide to consider both the positive and negative aspects of each resource, librarians can make informed decisions about which new reference resources are most appropriate for their collections and their patrons' needs. Collection development librarians who are working with limited budgets—as is the case in practically every library today—will be able to maximize the benefit from their monetary resources by selecting what they need most for their collection, while bypassing materials that bring limited value to their specific environment.

Book Japanese Culture Through Videogames

Download or read book Japanese Culture Through Videogames written by Rachael Hutchinson and published by Routledge. This book was released on 2019-05-28 with total page 534 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.

Book Video Game Art Reader

    Book Details:
  • Author : Tiffany Funk
  • Publisher : Amherst College Press
  • Release : 2022-04
  • ISBN : 1943208441
  • Pages : 99 pages

Download or read book Video Game Art Reader written by Tiffany Funk and published by Amherst College Press. This book was released on 2022-04 with total page 99 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume of VGAR critically analyzes video game art as a means of survival. Though "survival strategy" exists as a defined gaming genre, all video games--as unique, participatory artworks--model both individual and collaborative means of survival through play. Video games offer opportunities to navigate both historical and fictional conflicts, traverse landscapes devastated by climate change or nuclear holocaust, and manage the limited resources of individuals or even whole civilizations on earth and beyond. They offer players a dizzying array of dystopian scenarios in which to build and invent, cooperate with others (through other players, NPCs, or AI) to survive another day. Contributors show how video games focus attention, hone visuospatial skills, and shape cognitive control and physical reflexes and thus have the power to participate in the larger context of radical, activist artworks that challenge destructive hegemonic structures as methods of human conditioning, coping, and creating. Contributions by Anna Anthropy , Andrew Bailey, Michael Anthony DeAnda, Luisa Salvador Dias, Tiffany Funk, Elizabeth LaPensée, Treva Michelle Legassie, Michael Paramo, and Martin Zeilinger.

Book Feminism in Play

Download or read book Feminism in Play written by Kishonna L. Gray and published by Springer. This book was released on 2018-10-04 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. This volume showcases women’s resistance to the norms of games culture, as well as women’s play and creative practices both in and around the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture. In offering this framework, this volume provides a platform to the silenced and marginalized, offering counter-narratives to the post-racial and post-gendered fantasies that so often obscure the violent context of production and consumption of games culture.

Book The World of Final Fantasy VII

Download or read book The World of Final Fantasy VII written by Jason C. Cash and published by McFarland. This book was released on 2023-02-02 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: Final Fantasy VII altered the course of video game history when it was released in 1997 on Sony's PlayStation system. It converted the Japanese role-playing game into an international gaming standard with enhanced gameplay, spectacular cutscenes and a vast narrative involving an iconic cast. In the decades after its release, the Final Fantasy VII franchise has grown to encompass a number of video game sequels, prequels, a feature-length film, a novel and a multi-volume remake series. This volume, the first edited collection of essays devoted only to the world of Final Fantasy VII, blends scholarly rigor with fan passion in order to identify the elements that keep Final Fantasy VII current and exciting for players. Some essays specifically address the game's perennially relevant themes and scenarios, ranging from environmental consciousness to economic inequity and posthumanism. Others examine the mechanisms used to immerse the player or to improve the narrative. Finally, there are several essays devoted specifically to the game's legacy, from its influence on later games to its characters' many crossovers and cameos.

Book What Is a Game

Download or read book What Is a Game written by Gaines S. Hubbell and published by McFarland. This book was released on 2020-02-14 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.

Book A Multimodal Approach to Video Games and the Player Experience

Download or read book A Multimodal Approach to Video Games and the Player Experience written by Weimin Toh and published by Routledge. This book was released on 2018-10-10 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.

Book Adapting Superman

Download or read book Adapting Superman written by John Darowski and published by McFarland. This book was released on 2021-05-21 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: Almost immediately after his first appearance in comic books in June 1938, Superman began to be adapted to other media. The subsequent decades have brought even more adaptations of the Man of Steel, his friends, family, and enemies in film, television, comic strip, radio, novels, video games, and even a musical. The rapid adaptation of the Man of Steel occurred before the character and storyworld were fully developed on the comic book page, allowing the adaptations an unprecedented level of freedom and adaptability. The essays in this collection provide specific insight into the practice of adapting Superman from comic books to other media and cultural contexts through a variety of methods, including social, economic, and political contexts. Authors touch on subjects such as the different international receptions to the characters, the evolution of both Clark Kent's character and Superman's powers, the importance of the radio, how the adaptations interact with issues such as racism and Cold War paranoia, and the role of fan fiction in the franchise. By applying a wide range of critical approaches to adaption and Superman, this collection offers new insights into our popular entertainment and our cultural history.

Book The 100 Greatest Literary Characters

Download or read book The 100 Greatest Literary Characters written by James Plath and published by Rowman & Littlefield. This book was released on 2019-07-15 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book identifies 100 of the most intriguing characters from some of the most well-known novels published over several centuries, from Hester Prynne and Harry Potter to Jay Gatsby and T.S. Garp. The book profiles these memorable characters and details their significance both at the time they were created and today.

Book Ability Machines

    Book Details:
  • Author : Sky LaRell Anderson
  • Publisher : Indiana University Press
  • Release : 2024-07-02
  • ISBN : 0253070058
  • Pages : 248 pages

Download or read book Ability Machines written by Sky LaRell Anderson and published by Indiana University Press. This book was released on 2024-07-02 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are both physically and cognitively demanding—so what does that mean for those with a disability or mental illness? Though they may seem at odds, Ability Machines illuminates just how vital video games are to understanding our bodies and abilities. In Ability Machines, Sky LaRell Anderson shows us how video games can help us imagine what our abilities mean and how they engage us physically, behaviorally, and cognitively to envision our agency beyond limitations. On the surface, this can mean games provide power fantasies; more profoundly, games can fundamentally reshape cultural and personal understandings of mental health, illness, disability, and accessibility. Video games are indeed ability machines that produce a reimagined state of agency. Featuring a comparative analysis of key video game titles, including Metal Gear Solid V, Wolfenstein II, Celeste, Devil May Cry 5, Hellblade: Senua's Sacrifice, Hades, Nier: Automata, and more, Ability Machines tackles larger questions of ability and how our bodies relate to interactive media.

Book 100 Greatest Console Video Games

Download or read book 100 Greatest Console Video Games written by Brett Weiss and published by Schiffer + ORM. This book was released on 2014-10-28 with total page 778 pages. Available in PDF, EPUB and Kindle. Book excerpt: Production histories, reviews, gameplay details, and more Video games from many companies and platforms, placed in context with games today Numerous quotes about the games from industry professionals

Book Guinness World Records 2011

Download or read book Guinness World Records 2011 written by Guinness World Records Limited and published by BradyGames. This book was released on 2011 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the ultimate "Guinness World Records" book for gamers - now in its fourth edition. Pick up the completely updated "Guinness World Records, Gamer's Edition 2011" and learn all about amazing computer and video-game record breakers from around the world. You'll find out the highest scores, biggest tournaments, largest cash prizes and most successful games ever. It is packed with thousands of high scores and records, a round-up of key events of the video-gaming year - including reviews of new releases, new consoles and the major tournaments - along with detailed game strategies, interviews with professionals, tips and cheats to improve your play, league tables, bizarre facts and incredible video game trivia.

Book Gamer Nation

    Book Details:
  • Author : Eric Geissinger
  • Publisher : Rowman & Littlefield
  • Release : 2018-07-31
  • ISBN : 1633883809
  • Pages : 303 pages

Download or read book Gamer Nation written by Eric Geissinger and published by Rowman & Littlefield. This book was released on 2018-07-31 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: A tech-industry insider takes a critical look at the effect games are having on our short- and long-term happiness and assesses the cultural prospects of a society increasingly obsessed with gaming.The American "game economy" has become an enormous enterprise, devouring roughly one-ninth of America's entire economic output. This overview of arguably the most influential segment of the entertainment industry examines the perspectives of gaming enthusiasts, addicts, designers, arcade owners, psychologists, philosophers, and more. Weighing the positive and negative aspects of games, the author considers their effect not only upon the players but upon culture and society. What trade-offs are being made when people play games for twenty-plus hours a week?The author puts particular emphasis on Candy Crush, whose enormous popularity has left all other games far behind. Since 2013 it has been installed over a billion times and its simplicity has disrupted previous game-design assumptions, proving new games don't have to be sophisticated and graphically immersive.He also offers insights from interviews with experts on the mechanics of manipulation. Sophisticated psychological tools are used to design games that are compelling, irresistible, and possibly addicting. In a few case, obsessive game-playing has been the cause of death.Whether you enjoy games as a harmless pastime or are suspicious of their effects on the quality of your family's life, you'll want to read this wide-ranching exploration of the growing game phenomenon.

Book Mario Titles

    Book Details:
  • Author :
  • Publisher : PediaPress
  • Release :
  • ISBN :
  • Pages : 489 pages

Download or read book Mario Titles written by and published by PediaPress. This book was released on with total page 489 pages. Available in PDF, EPUB and Kindle. Book excerpt: