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EBookClubs

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Book Penny Arcade  Attack of the bacon robots

Download or read book Penny Arcade Attack of the bacon robots written by Jerry Holkins and published by . This book was released on 2006 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: Collects the first two years of the most popular webcomic of all time, about two friends, Tycho and Gabe, who spend most of their time gaming.

Book Arcade Magic

    Book Details:
  • Author : Pi Kids
  • Publisher : p i kids
  • Release : 2016-12-06
  • ISBN : 9781503709003
  • Pages : 0 pages

Download or read book Arcade Magic written by Pi Kids and published by p i kids. This book was released on 2016-12-06 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Beyond the Deck

Download or read book Beyond the Deck written by Shelly Jones and published by McFarland. This book was released on 2023-08-11 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since its debut in 1993, Magic the Gathering has grown to be an influential collectible card game, allowing its community of loyal fans to duel each other with mana cards and spells while enjoying its lore and compelling narratives. This collection of essays focuses on Magic from a variety of disciplinary approaches. Authors explore the innovative game design of Magic, the ludic differences between analog and digital play, how players interact with the MTG market and one another, professional play versus casual play and the many ways Magic has impacted gaming.

Book Augmented Reality Games II

Download or read book Augmented Reality Games II written by Vladimir Geroimenko and published by Springer. This book was released on 2019-05-23 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the second of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. Volume II explores the most important and challenging issues that have been raised by the use of the Augmented Reality approach and technology in the gamification of education, healthcare, medicine and art. The volume deals with a systematic analysis of educational augmented reality games, their use for health promotion in old age and for improving people’s well-being, the gamification of augmented reality art and immersive reading experiences, among other topics. Augmented Reality Games II is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.

Book The Meaning of Video Games

Download or read book The Meaning of Video Games written by Steven E. Jones and published by Routledge. This book was released on 2008-04-11 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.

Book The Video Games Guide

Download or read book The Video Games Guide written by Matt Fox and published by McFarland. This book was released on 2013-01-17 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.

Book The Minds Behind Sega Genesis Games

Download or read book The Minds Behind Sega Genesis Games written by Patrick Hickey, Jr. and published by McFarland. This book was released on 2022-06-30 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Prior to the arrival of the Sega Genesis, video games were still largely considered "kid stuff," but with a far more mature and eclectic range of titles, and an understanding of what gamers wanted, Sega and its Genesis/Mega Drive console began to shift the expectations for what gaming could be. Never scared to innovate, Sega's impact on the industry continues to this day through the games they originally developed and the technology their consoles pushed into the mainstream. Featuring interviews with the creators of over 40 games on the Sega Genesis console including Sonic the Hedgehog 2, Altered Beast, Aladdin, Earthworm Jim and NHL 95, this book gives a behind-the-scenes look at the creation of some of the influential, iconic, and sometimes forgotten games on Sega's most important contribution to the game industry. The interviewees reveal the challenges of working with mega publishers, the uncertainties of public reception, and the creative processes that produced some of the 16-bit era's classic titles.

Book Marx at the Arcade

Download or read book Marx at the Arcade written by Jamie Woodcock and published by Haymarket Books. This book was released on 2019-06-18 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt: More people are playing video games than ever before, and yet much of the work of their production remains obscured to us. Deploying a Marxist approach, Jamie Woodcock delves into the hidden abode of the gaming industry, unravelling the vast networks of artists, software developers, and factory and logistics workers whose material and immaterial labor flows into the products we consume on a gargantuan scale. Beyond this, the book analyzes the increasingly important role the gaming industry plays in contemporary capitalism, and the broader transformations of work and economy that it embodies. Woodcock also presents game-play itself not as a “deviant activity,” as it is often understood, but as a commentary of estrangement from contemporary forms of work. In so doing, it offers a fresh and much needed analysis of a sector which has for too long been neglected by scholars and labor activists alike.

Book The Amazing Mathematical Amusement Arcade

Download or read book The Amazing Mathematical Amusement Arcade written by Brian Bolt and published by Cambridge University Press. This book was released on 1984-09-27 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection of puzzles, games and activities is designed to stimulate and challenge people of all ages who enjoy puzzles with a mathematical flavour. Many of the puzzles have a long history, while others are original. The subjects vary from matchsticks to magic squares, train shunting to river crossing, and chess to calculators. The second part of the book contains a commentary giving hints and solutions.

Book Game Cultures  Computer Games As New Media

Download or read book Game Cultures Computer Games As New Media written by Dovey, Jon and published by McGraw-Hill Education (UK). This book was released on 2006-05-01 with total page 183 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

Book Project Arcade

    Book Details:
  • Author : John St. Clair
  • Publisher : John Wiley and Sons
  • Release : 2011-01-14
  • ISBN : 1118038835
  • Pages : 609 pages

Download or read book Project Arcade written by John St. Clair and published by John Wiley and Sons. This book was released on 2011-01-14 with total page 609 pages. Available in PDF, EPUB and Kindle. Book excerpt: The bestseller returns—completely updated to include the newest hardware, software, and techniques for building your own arcade Interest in classical arcade games remains on the rise, and with a little money, older computer hardware, and a little effort, you can relive your arcade experiences by building your own arcade machine. The hands-on guide begins with a description of the various types of projects that you can undertake. It then progresses to a review of the audio and video options that are available and looks at the selection of game software and cabinet artwork. Ultimately, you’ll learn essential troubleshooting tips and discover how to build arcade controllers and machines that you can enjoy at home with your PC. Serves as a soup-to-nuts guide for building your own arcade machine, from the sheets of wood to the finished product Addresses the variety of arcade controls, including joysticks, buttons, spinners, trackballs, flight yokes, and guns Explains how to interface arcade controls to a computer Shares troubleshooting tips as well as online resources for help and inspiration Project Arcade, Second Edition helps you recapture the enjoyment of your youth that was spent playing arcade games by walking you through the exciting endeavor of building your own full arcade machine.

Book Cybermarketing

Download or read book Cybermarketing written by Pauline Bickerton and published by Routledge. This book was released on 2007-06-01 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'Cybermarketing' is a no-nonsense structured guide to using the Internet for marketing and is essential reading for all marketers and managers who need to know how to use the Internet to promote and sell their product. This new edition both follows on the success of and adds significantly to the first edition by: * Increasing the up to date case material * Having a live Internet site to support the book * Adding a collection of key URLs for market research purposes * Adding a new section on marketing information systems * More coverage on electronic direct and 1 to 1 marketing * Covering intranets for Marcomms in more depth * Building on 'Justifying the Business Case' * Updated and expanded information on pricing and branding. This new edition, confirms 'Cybermarketing' as both the most comprehensive and accessible guide to the net for marketing professionals at all levels.

Book Curious Video Game Machines

Download or read book Curious Video Game Machines written by Lewis Packwood and published by White Owl. This book was released on 2023-11-30 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: The story of video games is often told as the successive rise of computers and consoles from famous names like Atari, Commodore, Nintendo, Sega, Sony and Microsoft. But beyond this familiar tale, there’s a whole world of weird and wonderful gaming machines that seldom get talked about. Curious Video Game Machines reveals the fascinating stories behind a bevy of rare and unusual consoles, computers and coin-ops – like Kimtanktics, a 1970s wargame computer made out of calculator parts, or the suite of Korea-exclusive consoles made by car manufacturer Daewoo. Then there’s the Casio Loopy, a 1990s console that doubled up as a sticker printer, the RDI Halcyon, a 1985 LaserDisc-based machine that could recognize your voice, and the Interton VC 4000, a German console made by a hearing-aid company, as well as a range of bizarre arcade machines, from early attempts at virtual reality to pedal-powered flying contraptions. There are tales of missed opportunities, like the astonishingly powerful Enterprise 64 computer, which got caught in development hell and arrived too late to make an impact on the British microcomputer market. And there are tales of little-known triumphs, like the Galaksija DIY computer kit that introduced a whole generation of Yugoslavians to computing before the country became engulfed by war. Featuring exclusive interviews with creators, developers and collectors, Curious Video Game Machines finally shines a light on the forgotten corners of video-game history.

Book Game Design Workshop

    Book Details:
  • Author : Tracy Fullerton
  • Publisher : CRC Press
  • Release : 2008-02-08
  • ISBN : 0080560393
  • Pages : 482 pages

Download or read book Game Design Workshop written by Tracy Fullerton and published by CRC Press. This book was released on 2008-02-08 with total page 482 pages. Available in PDF, EPUB and Kindle. Book excerpt: Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential desi

Book Crumbs of the World

Download or read book Crumbs of the World written by Nalin Negi Das and published by Notion Press. This book was released on 2023-12-11 with total page 75 pages. Available in PDF, EPUB and Kindle. Book excerpt: ‘Crumbs of the World’ is collection of short stories reflecting life as seen, felt and imagined by a Twelve Year Old. It is Nalin Negi Das’ first book. The characters are in many ways, avatars of the author, his friends from the human and the animal world, both real and imagined, who embark on adventures over a broad spectrum of realities, from village communities, small town neighbourhoods, bustling cities to forests, mountains, oceans and even into the exciting virtual worlds existing behind the screens of our devices. It is a book that children will find engaging, easy on their eyes, giving flight to their imagination. The stories, all carry with them reinforcement of important human values, kindness, helpfulness, courage and perseverance embedded within the adventures. Grownups too will find themselves transported back into a world that existed in their imagination while growing up during their wonder years.

Book The Cheapskate s Guide to Walt Disney World

Download or read book The Cheapskate s Guide to Walt Disney World written by Debbi Lacey and published by Citadel Press. This book was released on 2005-04 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you want to visit Walt Disney World but don't want to spend a bundle, this is an invaluable guide to doing Disney on a budget. From the Magic Kingdom to EPCOT to Disney-MGM Studios, you'll discover how to get the most for your pound without compromising the holiday you've always dreamed about. There's advice on how to beat the crowds, cheap flights to Orlando, cheap accommodation, restaurants that won't drain your wallet and free shows and pageants. This new edition is thoroughly updated and provides the latest information on prices and packages.

Book The Unofficial Guide to Walt Disney World with Kids 2017

Download or read book The Unofficial Guide to Walt Disney World with Kids 2017 written by Bob Sehlinger and published by Unofficial Guides. This book was released on 2016-08-22 with total page 490 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Unofficial Guide to Walt Disney World with Kids is JAM-PACKED with useful tips, great advice, excellent discussion, and practical travel knowledge gleaned from years of Walt Disney World travel experience. In this guidebook the authors Bob Sehlinger and Liliane Opsomer specifically address the needs of kids, with--in some cases--research and input from kids. Len Testa leads an experienced team of researchers whose work has been cited by such diverse sources as USA Today and Operations Research Forum, The Unofficial Guide to Walt Disney World with Kids digs deeper and offers more specific information than any other guidebook. This is the only guide that explains how to make every minute and every dollar of your vacation count. With advice that is direct, prescriptive, and detailed, it takes the guesswork out of your family vacation. Step-by-step detailed plans allow you to visit Walt Disney World with your children with absolute confidence and peace of mind.