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EBookClubs

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Book American Life and Video Games from Pong to Minecraft

Download or read book American Life and Video Games from Pong to Minecraft written by Kathryn Hulick and published by Cavendish Square Publishing, LLC. This book was released on 2016-07-15 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of America’s favorite pastimes.

Book American Life and Best Sellers from The Catcher in the Rye to The Hunger Games

Download or read book American Life and Best Sellers from The Catcher in the Rye to The Hunger Games written by Diane Dakers and published by Cavendish Square Publishing, LLC. This book was released on 2016-07-15 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: A good book has the power to touch readers and provide insightful commentary into the human condition and current events. This title examines the greatest literary hits to take America by storm from the 1950s to present day.

Book American Life and Communication from the Telephone to Twitter

Download or read book American Life and Communication from the Telephone to Twitter written by Cathleen Small and published by Cavendish Square Publishing, LLC. This book was released on 2016-07-15 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today people are more connected than ever, with mobile technologies allowing people from all over the world to connect within seconds through a wide array of social applications. Trace the history of communication from the start of the Internet age to the birth of the smartphone.

Book American Life and Celebrity Icons from Marilyn Monroe to Taylor Swift

Download or read book American Life and Celebrity Icons from Marilyn Monroe to Taylor Swift written by Cathleen Small and published by Cavendish Square Publishing, LLC. This book was released on 2016-07-15 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Each generation has cultural icons that take the world by storm and mark the most popular trends in America. Take a look back at some of these iconic individuals and trends and their lasting effects on American people and culture.

Book Game On

    Book Details:
  • Author : Dustin Hansen
  • Publisher : Feiwel & Friends
  • Release : 2016-11-22
  • ISBN : 1250080967
  • Pages : 369 pages

Download or read book Game On written by Dustin Hansen and published by Feiwel & Friends. This book was released on 2016-11-22 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted. Learn about the creators and inspiration (Mario was named after Nintendo’s landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game). Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!

Book Video Games and Esports

Download or read book Video Games and Esports written by Michael Maley and published by Greenhaven Publishing LLC. This book was released on 2019-12-15 with total page 104 pages. Available in PDF, EPUB and Kindle. Book excerpt: Just as athletes from the NFL and NBA have gained fame and fortune, professional gamers who compete in esports are attracting loyal fans. Esports encompass any competitive, organized gaming endeavor. This competitive activity is becoming a billion-dollar industry. However, some people still argue that playing video games has many negative effects. The ever-evolving world of video games is explained through engaging text that delves into the details so readers gain a full understanding. Full-color photographs, annotated quotes, sidebars, and informative charts highlight the many debates surrounding the popularity of video games.

Book A History of Competitive Gaming

Download or read book A History of Competitive Gaming written by Lu Zhouxiang and published by Routledge. This book was released on 2022-05-13 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.

Book The Ultimate History of Video Games  Volume 1

Download or read book The Ultimate History of Video Games Volume 1 written by Steven L. Kent and published by Crown. This book was released on 2010-06-16 with total page 625 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definitive behind-the-scenes history of the dawn of video games and their rise into a multibillion-dollar business “For industry insiders and game players alike, this book is a must-have.”—Mark Turmell, designer for Midway Games and creator of NBA Jam, NFL Blitz, and WrestleMania With all the whiz, bang, pop, and shimmer of a glowing arcade, volume 1 of The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. Starting in arcades then moving to televisions and handheld devices, the video game invasion has entranced kids and the young at heart for nearly fifty years. And gaming historian Steven L. Kent has been there to record the craze from the very beginning. The Ultimate History: Volume 1 tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, Kent chronicles firsthand accounts of how yesterday’s games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today’s empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you’ll discover • the video game that saved Nintendo from bankruptcy • the serendipitous story of Pac-Man’s design • the misstep that helped topple Atari’s $2-billion-a-year empire • the coin shortage caused by Space Invaders • the fascinating reasons behind the rise, fall, and rebirth of Sega • and much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who’s ever touched a joystick.

Book Western Japaneseness  Intercultural Translations of Japan in Western Media

Download or read book Western Japaneseness Intercultural Translations of Japan in Western Media written by Frank Jacob and published by Vernon Press. This book was released on 2021-03-02 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: Our images of non-Western cultures are often based on stereotypes that are replicated over the years. These stereotypes often appear in popular media and are responsible for a pre-set image of otherness. The present book investigates these processes and the media representation of otherness, especially as an artificial construct based on stereotypes and their repetition, in the case of Japan. 'Western Japaneseness' thereby illustrates how the Western image of Japan in popular media is rather a construct that, in a way, replicated itself, instead of a more serious encounter with a foreign and different cultural context. This book will be of great value to students and academics who hold interest in media studies, Japanese studies, and cultural studies. It will also appeal to a broader audience with interests in Japan more generally.

Book A History of Video Games in 64 Objects

Download or read book A History of Video Games in 64 Objects written by World Video Game Hall of Fame and published by HarperCollins. This book was released on 2018-05-29 with total page 585 pages. Available in PDF, EPUB and Kindle. Book excerpt: The evolution of video games, from Pong to first-person shooters, told through the stories of 64 objects essential to the field’s creation and development. Drawing on the World Video Game Hall of Fame’s unmatched collection of video game artifacts, this fascinating history offers an expansive look at the development of one of the most popular and influential activities of the modern world: video gaming. Sixty-four unique objects tell the story of the video game from inception to today. Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture. A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including: The first edition of Dungeons & Dragons—the ancestor of computer role-playing games The Oregon Trail and the development of educational gaming The Atari 2600 and the beginning of the console revolution A World of Warcraft server blade and massively multiplayer online games Minecraft—the backlash against the studio system The rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materials The prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplace And so much more! A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!

Book Video Games

    Book Details:
  • Author : Hal Marcovitz
  • Publisher : Greenhaven Publishing LLC
  • Release : 2009-09-28
  • ISBN : 1420502840
  • Pages : 112 pages

Download or read book Video Games written by Hal Marcovitz and published by Greenhaven Publishing LLC. This book was released on 2009-09-28 with total page 112 pages. Available in PDF, EPUB and Kindle. Book excerpt: According to Big Fish Games, approximately 155 million American play video games for at least three hours a week, and four out of five households own a video game console. Polygon tells us that consumers spent 16.5 billion dollars on gaming content in 2015. This illuminating volume delves into the world of video games and gaming. The book examines the history of video games, video games as part of contemporary culture, and what the future holds in store for gaming.

Book The Ultimate History of Video Games  Volume 2

Download or read book The Ultimate History of Video Games Volume 2 written by Steven L. Kent and published by Crown. This book was released on 2021-08-24 with total page 592 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.

Book Vintage Games 2 0

    Book Details:
  • Author : Matt Barton
  • Publisher : CRC Press
  • Release : 2019-05-08
  • ISBN : 1000007766
  • Pages : 592 pages

Download or read book Vintage Games 2 0 written by Matt Barton and published by CRC Press. This book was released on 2019-05-08 with total page 592 pages. Available in PDF, EPUB and Kindle. Book excerpt: Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

Book Fifty Key Video Games

Download or read book Fifty Key Video Games written by Bernard Perron and published by Taylor & Francis. This book was released on 2022-07-26 with total page 351 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.

Book How to Play Video Games

Download or read book How to Play Video Games written by Matthew Thomas Payne and published by NYU Press. This book was released on 2019-03-26 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Book Educational Technology and Resources for Synchronous Learning in Higher Education

Download or read book Educational Technology and Resources for Synchronous Learning in Higher Education written by Yoon, Jiyoon and published by IGI Global. This book was released on 2019-04-19 with total page 356 pages. Available in PDF, EPUB and Kindle. Book excerpt: As more classes move to online instruction, there is a need for research that shows the effectiveness of synchronous learning. Educators must guide students on how to use these new learning tools and become aware of the research trends and opportunities within these developing online and hybrid courses. Educational Technology and Resources for Synchronous Learning in Higher Education provides evidence-based practice on incorporating synchronous teaching tools and practice within online courses to enhance content mastery and community development. Additionally, the book presents a strong theoretical overview of the topic and allows readers to develop a more nuanced understanding of the benefits and constraints of synchronous learning. Covering topics such as game learning, online communication, and professional development, it is designed for online instructors, instructional designers, administrators, students, and researchers and educators in higher education, as well as corporate, military, and government sectors.

Book 5 000 Awesome Facts  about Everything   2

Download or read book 5 000 Awesome Facts about Everything 2 written by National Geographic Society (U.S.) and published by 5,000 Awesome Facts. This book was released on 2014 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: A collection of quirky, fun facts.