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Book Book for the Electronic Arts

Download or read book Book for the Electronic Arts written by Arjen Mulder and published by V2_ publishing. This book was released on 2000 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Electronic Arts

Download or read book Electronic Arts written by Elsie Olson and published by Bellwether Media. This book was released on 2024-08-01 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: Electronic Arts makes some of the most popular video games today! This title introduces readers to the history of the company, from its origins to the present day, through leveled text and crisp photos. Along the way, fun facts offer high-interest information, while special features map the companyÕs headquarters, profile an EA leader, highlight top-selling EA games, and more. Gamers will enjoy learning the history of this top gaming company!

Book Electronic Art

    Book Details:
  • Author : Roger F. Malina
  • Publisher : Elsevier
  • Release : 2013-10-22
  • ISBN : 1483293769
  • Pages : 133 pages

Download or read book Electronic Art written by Roger F. Malina and published by Elsevier. This book was released on 2013-10-22 with total page 133 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computers are more and more becoming creative tools in music as well as in the visual arts and design. In the last few years, it has become clear that digital technology provides a platform for multimedia productions as well as a medium for new art forms. Computer Music and Computer Graphics & Animation have their own international forums. The need was felt, however, to bring together the diverse disciplines within art and technology in one international event - the First International Symposium on Electronic Art (FISEA). The Symposium attracted considerable interest and hundreds of papers and proposals were submitted, of which a selection were accepted. This book, also published as a supplement to the journal Leonardo, publishes 20 of these selected papers under the editorship of Wim van der Plas, Ton Hokken and Johan den Biggelaar. This richly illustrated issue on Electronic Art reflects the enormous international interest which FISEA generated and will further stimulate interest in applications of new technology in music, visual arts and design.

Book Electronic Arts  Makers of Madden NFL and The Sims

Download or read book Electronic Arts Makers of Madden NFL and The Sims written by Carla Mooney and published by ABDO. This book was released on 2023-08-01 with total page 115 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces readers to Electronic Arts, the publisher behind hit franchises such as Madden NFL, FIFA, and The Sims. Readers will explore the company's history, its dominance of the sports video game landscape, and how the company continues to innovate today. Features include infographics, a glossary, references, websites, source notes, and an index. Aligned to Common Core Standards and correlated to state standards. Essential Library is an imprint of Abdo Publishing, a division of ABDO.

Book The Electronic Word

Download or read book The Electronic Word written by Richard A. Lanham and published by University of Chicago Press. This book was released on 2010-06-15 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: The personal computer has revolutionized communication, and digitized text has introduced a radically new medium of expression. Interactive, volatile, mixing word and image, the electronic word challenges our assumptions about the shape of culture itself. This highly acclaimed collection of Richard Lanham's witty, provocative, and engaging essays surveys the effects of electronic text on the arts and letters. Lanham explores how electronic text fulfills the expressive agenda of twentieth-century visual art and music, revolutionizes the curriculum, democratizes the instruments of art, and poses anew the cultural accountability of humanism itself. Persuading us with uncommon grace and power that the move from book to screen gives cause for optimism, not despair, Lanham proclaims that "electronic expression has come not to destroy the Western arts but to fulfill them." The Electronic Word is also available as a Chicago Expanded Book for your Macintosh®. This hypertext edition allows readers to move freely through the text, marking "pages," annotating passages, searching words and phrases, and immediately accessing annotations, which have been enhanced for this edition. In a special prefatory essay, Lanham introduces the features of this electronic edition and gives a vividly applied critique of this dynamic new edition.

Book Videogames and Education

Download or read book Videogames and Education written by Harry J. Brown and published by Routledge. This book was released on 2014-12-18 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon.

Book EA  Celebrating 25 Years of Interactive Entertainment

Download or read book EA Celebrating 25 Years of Interactive Entertainment written by Joe Funk and published by Prima Games. This book was released on 2007-12-28 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: • This photo-rich, high-quality coffee table book will take a visually intensive look at the first 25 years of the world's leading entertainment software publisher, and will include exclusive photos, ads, and box art from EA's company archives. • DVD featuring studio visits, executive interviews, "making of" vignettes, and much more. • Old-school gamers will appreciate the history. Young gamers will learn how EA became EA. • Superior production values ensure fans will want to keep this handsome volume for years to come.

Book Digital Art

    Book Details:
  • Author : Christiane Paul
  • Publisher : Thames & Hudson
  • Release : 2023-04-27
  • ISBN : 0500779015
  • Pages : 524 pages

Download or read book Digital Art written by Christiane Paul and published by Thames & Hudson. This book was released on 2023-04-27 with total page 524 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital art, along with the technological developments of its medium, has rapidly evolved from the digital revolution into the social media era and to the postdigital and post-Internet landscape. This new, expanded edition of this invaluable overview of the medium traces the emergence of artificial intelligence, augmented and mixed realities, and Non-Fungible Tokens (NFTs), and surveys themes explored by digital artworks in the areas of activism, networks and telepresence, and ecological art and the Anthropocene. Christiane Paul considers all forms of digital art, focusing on the basic characteristics of their aesthetic language and their technological and art-historical evolution. By looking at the ways in which internet art, digital installation, software art, AR and VR haveemerged as recognized artistic practices, Digital Art is an essential critical guide.

Book Work Ethic

    Book Details:
  • Author : Helen Anne Molesworth
  • Publisher : Penn State Press
  • Release : 2003
  • ISBN : 9780271023342
  • Pages : 254 pages

Download or read book Work Ethic written by Helen Anne Molesworth and published by Penn State Press. This book was released on 2003 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examines the proliferation of new ways of making "art" in the 1960s by focusing on the changed organization of work in society at the time. Co-published with The Baltimore Museum of Art in conjunction with an exhibition of the same name.

Book Gaming at the Edge

    Book Details:
  • Author : Adrienne Shaw
  • Publisher : U of Minnesota Press
  • Release : 2015-01-01
  • ISBN : 1452943443
  • Pages : 348 pages

Download or read book Gaming at the Edge written by Adrienne Shaw and published by U of Minnesota Press. This book was released on 2015-01-01 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.

Book Understanding Video Games

Download or read book Understanding Video Games written by Simon Egenfeldt-Nielsen and published by Taylor & Francis. This book was released on 2024-05-08 with total page 445 pages. Available in PDF, EPUB and Kindle. Book excerpt: The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual gaming. This book introduces students to both the major theories used to analyze games, such as ludology and narratology, and the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, this student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. This new edition includes updates to the history, statistics, and developments in the vast game studies landscape throughout. The book has been expanded with additional theory, research, and insights from scholars around the world, making it more inclusive and broadening its global perspective. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, Understanding Video Games, Fifth Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment, education, and society.

Book The Digital Media Handbook

Download or read book The Digital Media Handbook written by Andrew Dewdney and published by Routledge. This book was released on 2013-10-30 with total page 466 pages. Available in PDF, EPUB and Kindle. Book excerpt: The new edition of The Digital Media Handbook presents an essential guide to the historical and theoretical development of digital media, emphasising cultural continuity alongside technological change, and highlighting the emergence of new forms of communication in contemporary networked culture. Andrew Dewdney and Peter Ride present detailed critical commentary and descriptive historical accounts, as well as a series of interviews from a range of digital media practitioners, including producers, developers, curators and artists. The Digital Media Handbook highlights key concerns of today’s practitioners, analysing how they develop projects, interact and solve problems within the context of networked communication. The Digital Media Handbook includes: Essays on the history and theory of digital media Essays on contemporary issues and debates Interviews with digital media professionals A glossary of technical acronyms and key terms.

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 The History of Video Games

Download or read book The History of Video Games written by Charlie Fish and published by White Owl. This book was released on 2021-05-30 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a potted history of video games, telling all the rollercoaster stories of this fascinating young industry that’s now twice as big globally than the film and music industries combined. Each chapter explores the history of video games through a different lens, giving a uniquely well-rounded overview. Packed with pictures and stats, this book is for video gamers nostalgic for the good old days of gaming, and young gamers curious about how it all began. If you’ve ever enjoyed a video game, or you just want to see what all the fuss is about, this book is for you. There are stories about the experimental games of the 1950s and 1960s; the advent of home gaming in the 1970s; the explosion – and implosion – of arcade gaming in the 1980s; the console wars of the 1990s; the growth of online and mobile games in the 2000s; and we get right up to date with the 2010s, including such cultural phenomena as twitch.tv, the Gamergate scandal, and Fortnite. But rather than telling the whole story from beginning to end, each chapter covers the history of video games from a different angle: platforms and technology, people and personalities, companies and capitalism, gender and representation, culture, community, and finally the games themselves.

Book Final Fantasy

    Book Details:
  • Author :
  • Publisher : PediaPress
  • Release :
  • ISBN :
  • Pages : 573 pages

Download or read book Final Fantasy written by and published by PediaPress. This book was released on with total page 573 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Artificial Intelligence for Games

Download or read book Artificial Intelligence for Games written by Ian Millington and published by CRC Press. This book was released on 2018-12-14 with total page 898 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). Key Features * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience. * Walks through the entire development process from beginning to end. * Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.

Book American History through American Sports

Download or read book American History through American Sports written by Bob Batchelor and published by Bloomsbury Publishing USA. This book was released on 2012-12-18 with total page 838 pages. Available in PDF, EPUB and Kindle. Book excerpt: Filled with insightful analysis and compelling arguments, this book considers the influence of sports on popular culture and spotlights the fascinating ways in which sports culture and American culture intersect. This collection blends historical and popular culture perspectives in its analysis of the development of sports and sports figures throughout American history. American History through American Sports: From Colonial Lacrosse to Extreme Sports is unique in that it focuses on how each sport has transformed and influenced society at large, demonstrating how sports and popular culture are intrinsically entwined and the ways they both reflect larger societal transformations. The essays in the book are wide-ranging, covering topics of interest for sports fans who enjoy the NFL and NASCAR as well as those who like tennis and watching the Olympics. Many topics feature information about specific sports icons and favorite heroes. Additionally, many of the topics' treatments prompt engagement by purposely challenging the reader to either agree or disagree with the author's analysis.