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Book Computer Gaming World s Why Won t This      Game Work

Download or read book Computer Gaming World s Why Won t This Game Work written by Denny Atkin and published by Bradygames. This book was released on 1997 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt: PC Gaming: Computer Gaming World's Instant Expert Guide covers everything new game players need to know, such as game genres, terminology, ratings, and new technology, as well as hardware needs, accessories, and how to troubleshoot the most common problems. The free CD includes hot game demos, such as Quake, Star Trek Generations and Command & Conquer Red Alert, which are attractive to avid players, but will also serve as a "try-before-you-buy" sampler for new gamers.

Book Computer Gaming World

Download or read book Computer Gaming World written by and published by . This book was released on 2002 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Computer Games

Download or read book Computer Games written by Blair Carter and published by Nova Publishers. This book was released on 2002 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.

Book Online Game Pioneers at Work

Download or read book Online Game Pioneers at Work written by Morgan Ramsay and published by Apress. This book was released on 2015-06-03 with total page 403 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this groundbreaking collection of 15 interviews, successful founders of entertainment software companies reflect on their challenges and how they survived. You will learn of the strategies, the sacrifices, the long hours, the commitment, and the dedication to quality that led to their successes but also of the toll that this incredibly competitive market has on even its most brilliant minds. For the hundreds of thousands of game developers out there, this is a must read survival guide. For those who simply enjoy games and know of some of these founders, this will be a most interesting read. Sales of video games, hardware, and accessories reach upwards of $20 billion every year in the United States alone, and more than two-thirds of American households include video games in their daily lives. In a world that seems to be overflowing with fortune and success, the vicious truth of this booming industry is easily forgotten: failure is tradition. Video games define a cultural crossroad where business, entertainment, and technology converge, where the risks are great, cutting edge technology is vitally important and competition is intense. Here are the stories of survival from many of the industries luminaries who founded companies, created industries in their home countries, took amazing risks, innovated technologies, and invented new ways to sell. Among this outstanding group of pioneers are Richard Garriott, founder of Origin, astronaut, and the producer of the revolutionary Ultima Online, John Romero of Doom, Wolfenstein and Quake fame, and Victor Kislyi whose World of Tanks set the Guinness world record for the most people online at once with over 1.1 million people playing). You will read their stories and you will gain an understanding of how they managed in such a demanding business. There are a few game development companies that have withstood the test of time; most startups exit as quickly as they enter the scene. Many firms are outpaced by the explosive worldwide growth and economic realities of the sector. Here are enlightening the stories of entrepreneurs who found success and many who subsequently could not repeat it. They walk you through their incredible journeys of success and failure while expressing their views on development, design, hiring, finance, business models, selling their organization, the business life cycle, their frustrations and mistakes, while showing their intensity and their passion for the business along the way. Online Game Pioneers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who defied the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business Other books in the Apress At Work Series: Gamers at Work, Ramsay. 978-1-4302-3351-0 Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston, 978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7

Book Game Work

    Book Details:
  • Author : Ken S. McAllister
  • Publisher : University of Alabama Press
  • Release : 2004
  • ISBN : 0817314180
  • Pages : 250 pages

Download or read book Game Work written by Ken S. McAllister and published by University of Alabama Press. This book was released on 2004 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power. This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers. Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.

Book Sid Meier s Memoir   A Life in Computer Games

Download or read book Sid Meier s Memoir A Life in Computer Games written by Sid Meier and published by W. W. Norton & Company. This book was released on 2020-09-08 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: The life and career of the legendary developer celebrated as the “godfather of computer gaming” and creator of Civilization, featuring his rules of good game design. "Sid Meier is a foundation of what gaming is for me today." — Phil Spencer, head of Xbox Over his four-decade career, Sid Meier has produced some of the world’s most popular video games, including Sid Meier’s Civilization, which has sold more than 51 million units worldwide and accumulated more than one billion hours of play. Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibillion-dollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond. Articulating his philosophy that a video game should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his rules of good game design.

Book Starflight  How the PC and DOS Exploded Computer Gaming

Download or read book Starflight How the PC and DOS Exploded Computer Gaming written by Jamie Lendino and published by Steel Gear Press. This book was released on 2022-03-14 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: No one saw it coming. At its launch in 1981, IBM’s original Personal Computer was an expensive business machine—not a gaming behemoth of the kind you saw from Apple, Atari, Commodore, and Tandy. But by 1990, the PC had trampled all its competitors and become the gaming juggernaut it remains to this day. How did this happen? What did the PC do that the ostensibly superior Commodore Amiga, Atari ST, and Apple IIGS, couldn’t? In Starflight: How the PC and DOS Exploded Computer Gaming 1987–1994, author Jamie Lendino tells the full story, starting with the PC’s humble CGA and monochrome origins, moving through early ill-fated (if influential) failures such as the PCjr and Tandy 1000, and diving deep into the industry-shattering innovations in processing, graphics, sound, software, and distribution that gave the PC (and the gamers who loved it) unprecedented power and reach. Along the way, Lendino explores more than 110 of the PC’s most entertaining and important games, revealing how they paved the way for PC supremacy while also offering players new levels of challenge and fun. From groundbreaking graphic adventures (King’s Quest, The Secret of Monkey Island), innovative role-playing games (Ultima, Might and Magic), and sprawling space combat epics (Wing Commander, X-Wing) to titanic strategy titles (Civilization, X-Com), first-person shooters (Stellar 7, Doom), wide-ranging simulations (Stunts, Falcon 3.0), and hard-driving arcade action games (Arkanoid, Raptor), you’ll discover every detail of how the PC’s games catapulted it into the computer gaming stratosphere. Whether you were there at the time—experiencing first-hand the transition of EGA to VGA and single-voice beeps and boops to sweepingly symphonic Roland MT-32 sound, and discovering historic titles upon their release—or you’re only now discovering the wonders of the era, Starflight: How the PC and DOS Exploded Computer Gaming 1987–1994 is a fresh, dynamic, and impossible-to-put-it-down look at the years when PC gaming—and computer gaming itself—changed forever.

Book How Computer Games Help Children Learn

Download or read book How Computer Games Help Children Learn written by D. Shaffer and published by Springer. This book was released on 2007-02-25 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.

Book The Art of Halo

    Book Details:
  • Author : Eric S. Trautmann
  • Publisher : Random House Digital, Inc.
  • Release : 2004
  • ISBN : 0345475860
  • Pages : 177 pages

Download or read book The Art of Halo written by Eric S. Trautmann and published by Random House Digital, Inc.. This book was released on 2004 with total page 177 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Halo  A Space Opera from Bungie

Download or read book Halo A Space Opera from Bungie written by Loïc Ralet and published by Third Editions. This book was released on 2023-01-01 with total page 591 pages. Available in PDF, EPUB and Kindle. Book excerpt: Halo. When you read this name, a soundtrack starts playing in your ears and tons of images flash in front of your eyes. A whole universe appears in your mind. Welcome to the game series imagined and produced by the Bungie studio. Halo is more than an incredible space opera, it is the flagship of a community and the most important franchise for one of the three hardware manufacturers on the market.

Book The Routledge International Handbook of Children  Adolescents and Media

Download or read book The Routledge International Handbook of Children Adolescents and Media written by Dafna Lemish and published by Routledge. This book was released on 2013-07-18 with total page 488 pages. Available in PDF, EPUB and Kindle. Book excerpt: The roles that media play in the lives of children and adolescents, as well as their potential implications for their cognitive, emotional, social and behavioral development, have attracted growing research attention in a variety of disciplines. The Routledge International Handbook of Children, Adolescents and Media analyses a broad range of complementary areas of study, including children as media consumers, children as active participants in media making, and representations of children in the media. The handbook presents a collection that spans a variety of disciplines including developmental psychology, media studies, public health, education, feminist studies and the sociology of childhood. Essays provide a unique intellectual mapping of current knowledge, exploring the relationship of children and media in local, national, and global contexts. Divided into five parts, each with an introduction explaining the themes and topics covered, the handbook features 57 new contributions from 71 leading academics from 38 countries. Chapters consider vital questions by analyzing texts, audience, and institutions, including: the role of policy and parenting in regulating media for children the relationships between children’s’ on-line and off-line social networks children’s strategies of resistance to persuasive messages in advertising media and the construction of gender and ethnic identities The Handbook’s interdisciplinary approach and comprehensive, international scope make it an authoritative, state of the art guide to the nascent field of Children’s Media Studies. It will be indispensable for media scholars and professionals, policy makers, educators, and parents.

Book 100 Computer Games to Play Before You Die

Download or read book 100 Computer Games to Play Before You Die written by Steve Bowden and published by Kings Road Publishing. This book was released on 2011-02-07 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a must-have book for any computer enthusiast whether they are young or old. Covering the100 best games ever to be produced from Pac-Man Vs andPokemon Red/Blue to Grand Theft Auto: Vice City and Worms -- make sure you've not missed out any of the cult classics. With detailed descriptions of each game, the design process behind them and the secrets that lie within, this book will rekindle games from your childhood as well as introducing you to previously un-played games.

Book Gamers at Work

    Book Details:
  • Author : Morgan Ramsay
  • Publisher : Apress
  • Release : 2012-06-08
  • ISBN : 1430233524
  • Pages : 345 pages

Download or read book Gamers at Work written by Morgan Ramsay and published by Apress. This book was released on 2012-06-08 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Gamers at Work is a critical resource for new and experienced business leaders—for anyone who feels unprepared for the demanding and seemingly insurmountable trials ahead of them." —Peter Molyneux OBE, founder, Lionhead Studios "Gamers at Work explores every imaginable subtlety of the video-game industry through the fascinating stories of those who took the risks and reaped the rewards." —Hal Halpin, president, Entertainment Consumers Association "This is the sort of book that can tear the most hardcore gamers away from their PCs, Macs, or consoles for a few hours of rewarding reading." —North County Times "Gamers at Work is truly an invaluable resource that's well worth adding to your personal library." —Wii Love It There are few companies in the video-game industry that have withstood the test of time; most startups exit as quickly as they enter. In Gamers at Work: Stories Behind the Games People Play, the countless challenges of building successful video-game developers and publishers in this unstable industry are explored through interviews containing entertaining stories, humorous anecdotes, and lessons learned the hard way. Gamers at Work presents an inside look at how 18 industry leaders play the odds, seize opportunities, and transform small businesses into great businesses. Here, in Gamers at Work, you will find their stories replete with their personal struggles, corporate intrigue, and insights into strategy, leadership, and management. Gamers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who played the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business As an added bonus, check out Online Game Pioneers at Work, published in 2015, for even more incredible stories from leaders in the mobile space. Featured Entrepreneurs: Trip Hawkins, Electronic Arts (Madden NFL) Nolan Bushnell, Atari (Pong) Wild Bill Stealey, MicroProse Software (Sid Meier's Civilization) Tony Goodman, Ensemble Studios (Age of Empires) Feargus Urquhart, Obsidian Entertainment (Star Wars: Knights of the Old Republic II) Tim Cain, Troika Games (Arcanum, Vampire: the Masquerade—Bloodlines) Warren Spector, Junction Point Studios (Disney Epic Mickey) Doug & Gary Carlston, Broderbund Software (Prince of Persia, Carmen Sandiego) Don Daglow, Stormfront Studios (Neverwinter Nights, Tony La Russa Baseball) John Smedley, Verant Interactive (EverQuest, PlanetSide) Ken Williams, Sierra On-Line (King's Quest, Leisure Suit Larry) Lorne Lanning, Oddworld Inhabitants (Oddworld) Chris Ulm, Appy Entertainment (FaceFighter, Trucks & Skulls) Tobi Saulnier, 1st Playable (Kung Zhu, Yogi Bear) Christopher Weaver, Bethesda Softworks (The Elder Scrolls) Jason Rubin, Naughty Dog (Crash Bandicoot, Uncharted) Ted Price, Insomniac Games (Spyro, Resistance) Other books in the Apress At Work Series: Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston, 978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7

Book Raising the Stakes

Download or read book Raising the Stakes written by T. L. Taylor and published by MIT Press. This book was released on 2015-01-30 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.

Book A to Z of Computer Scientists  Updated Edition

Download or read book A to Z of Computer Scientists Updated Edition written by Harry Henderson and published by Infobase Holdings, Inc. This book was released on 2020-01-01 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: Praise for the previous edition: "Entries are written with enough clarity and simplicity to appeal to general audiences. The additional readings that end each profile give excellent pointers for more detailed information...Recommended."—Choice "This well-written collection of biographies of the most important contributors to the computer world...is a valuable resource for those interested in the men and women who were instrumental in making the world we live in today. This is a recommended purchase for reference collections."—American Reference Books Annual "...this one is recommended for high-school, public, and undergraduate libraries."—Booklist The significant role that the computer plays in the business world, schools, and homes speaks to the impact it has on our daily lives. While many people are familiar with the Internet, online shopping, and basic computer technology, the scientists who pioneered this digital age are generally less well-known. A to Z of Computer Scientists, Updated Edition features 136 computer pioneers and shows the ways in which these individuals developed their ideas, overcame technical and institutional challenges, collaborated with colleagues, and created products or institutions of lasting importance. The cutting-edge, contemporary entries explore a diverse group of inventors, scientists, entrepreneurs, and visionaries in the computer science field. People covered include: Grace Hopper (1906–1992) Dennis Ritchie (1941–2011) Brian Kernighan (1942–present) Howard Rheingold (1947–present) Bjarne Stroustrup (1950–present) Esther Dyson (1951–present) Silvio Micali (1954–present) Jeff Bezos (1964–present) Pierre Omidyar (1967–present) Jerry Yang (1968–present)

Book The Complete Guide to Game Audio

Download or read book The Complete Guide to Game Audio written by Aaron Marks and published by Taylor & Francis. This book was released on 2013-04-02 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: This comprehensive guide gives readers with basic music compositional skills the information they need to become commercially viable artisans. In addition to providing a foundation of prerequisite technical skills, including basic audio considerations and sound file formats, the book teaches the business skills needed to work successfully as an audio technician in the game development business. How-to features take the reader step-by-step, from purchasing the right equipment, understanding the various game platforms, and composing music and creating sound effects specifically for games, to the ins and outs of marketing, producing demo reels, determining fees, bidding projects, and negotiating contracts.

Book Computer Games and Technical Communication

Download or read book Computer Games and Technical Communication written by Jennifer deWinter and published by Routledge. This book was released on 2016-05-23 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.