Download or read book From Sun Tzu to XBox written by Ed Halter and published by Public Affairs. This book was released on 2006 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: A history of the relationship between games and military culture traces gaming's origins in ancient civilizations and rise in the modern world, in an account that covers such topics as nineteenth-century Kriegspiel, the development of computers during World War II, and the invention of video games by Department of Defense-funded scientists. Original.
Download or read book War Play written by Corey Mead and published by Houghton Mifflin Harcourt. This book was released on 2013 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt: An expert on military innovation reveals how video games are revolutionizing warfare from the battlefield to the highest echelons of the Pentagon.
Download or read book Playing to Win written by David Sirlin and published by Lulu.com. This book was released on 2006-04-01 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Download or read book Light It Up written by John Pettegrew and published by JHU Press. This book was released on 2015-11-15 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examines the U.S. Marines’ visual culture of combat in the Iraq War. American military power in the War on Terror has increasingly depended on the capacity to see the enemy. The act of seeing—enhanced by electronic and digital technologies—has separated shooter from target, eliminating risk of bodily harm to the remote warrior, while YouTube videos eroticize pulling the trigger and video games blur the line between simulated play and fighting. Light It Up examines the visual culture of the early twenty-first century military. Focusing on the Marine Corps, which played a critical part in the invasion and occupation of Iraq, John Pettegrew argues that U.S. military force in the Iraq War was projected through an “optics of combat.” Powerful military technology developed in the Iraq and Afghanistan wars has placed war in a new posthuman era. Pettegrew’s interviews with marines, as well as his analysis of first-person shooter videogames and combat footage, lead to startling insights into the militarization of popular digital culture. An essential study for readers interested in modern warfare, policy makers, and historians of technology, war, and visual and military culture.
Download or read book Deterioration They Said written by Raphael Gygax and published by Jrp Ringier. This book was released on 2009 with total page 100 pages. Available in PDF, EPUB and Kindle. Book excerpt: American artists Cory Arcangel, Jessica Ciocci & Jacob Ciocci / Paper Rad, Shana Moulton, and Ryan Trecartin and Lizzie Fitch, have been brought together in this publication. In their works the artists create an overwhelming, colour-charged aesthetic with an excessive density of content, reacting to the consumer-oriented condition of Western society. In their image-spaces the four collaborations address a culture of excess, constructing their critique via a form of appropriation, which simultaneously releases a veritable deluge of images. In the tradition of experimental film and Scatter art they probe potential unconventional narrative patterns and test for the disintegration of stereotypes. As a result, the video works are often shown in sculptural settings, in which fragments of pop culture and handcrafted forms are amalgamated into an multimedia Gesamtkunstwerk. Published with the migros museum für gegenwartskunst, Zurich.
Download or read book Tom Clancy s Ghost Recon written by David Michaels and published by Penguin. This book was released on 2008-11-04 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: The U.S. Army’s Special Forces are known for their highly specialized training and courage behind enemy lines. But there’s a group that’s even more stealthy and deadly. It’s comprised of the most feared operators on the face of the earth—the soldiers of Ghost Recon.
Download or read book Deadpool s Art of War written by Peter David and published by Marvel Entertainment. This book was released on 2015-03-18 with total page 101 pages. Available in PDF, EPUB and Kindle. Book excerpt: Collects Deadpool's Art of War #1-4.
Download or read book Electronic Superhighway written by Omar Kholeif and published by . This book was released on 2016 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Accompanying a landmark exhibition at the Whitechapel Gallery, this catalogue explores the impact of computer and networked technologies on artists from the mid-1960s to the present day.
Download or read book Gaming Rhythms written by Tom Apperley and published by Lulu.com. This book was released on 2011-06-16 with total page 169 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations." -- Website.
Download or read book The Routledge Companion to Video Game Studies written by Mark J.P. Wolf and published by Routledge. This book was released on 2014-01-03 with total page 676 pages. Available in PDF, EPUB and Kindle. Book excerpt: The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has produced few comprehensive reference works. The Routledge Companion to Video Game Studies, compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, aims to address the ongoing theoretical and methodological development of game studies, providing students, scholars, and game designers with a definitive look at contemporary video game studies. Features include: comprehensive and interdisciplinary models and approaches for analyzing video games; new perspectives on video games both as art form and cultural phenomenon; explorations of the technical and creative dimensions of video games; accounts of the political, social, and cultural dynamics of video games. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. Together, they provide an overview of the present state of game studies that will undoubtedly prove invaluable to student, scholar, and designer alike.
Download or read book Encyclopedia of Video Games 3 volumes written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Download or read book Gaming Globally written by N. Huntemann and published by Springer. This book was released on 2016-01-26 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.
Download or read book How Canadians Communicate III written by Bart Beaty and published by Athabasca University Press. This book was released on 2003 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: What does Canadian popular culture say about the construction and negotiation of Canadian national identity? This third volume of How Canadians Communicate describes the negotiation of popular culture across terrains where national identity is built by producers and audiences, government and industry, history and geography, ethnicities and citizenships. Canada does indeed have a popular culture distinct from other nations. How Canadians Communicate III gathers the country's most inquisitive experts on Canadian popular culture to prove its thesis.
Download or read book The Routledge Research Companion to Media Geography written by Paul C. Adams and published by Routledge. This book was released on 2016-03-23 with total page 523 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Companion provides an authoritative source for scholars and students of the nascent field of media geography. While it has deep roots in the wider discipline, the consolidation of media geography has started only in the past decade, with the creation of media geography’s first dedicated journal, Aether, as well as the publication of the sub-discipline’s first textbook. However, at present there is no other work which provides a comprehensive overview and grounding. By indicating the sub-discipline’s evolution and hinting at its future, this volume not only serves to encapsulate what geographers have learned about media but also will help to set the agenda for expanding this type of interdisciplinary exploration. The contributors-leading scholars in this field, including Stuart Aitken, Deborah Dixon, Derek McCormack, Barney Warf, and Matthew Zook-not only review the existing literature within the remit of their chapters, but also articulate arguments about where the future might take media geography scholarship. The volume is not simply a collection of individual offerings, but has afforded an opportunity to exchange ideas about media geography, with contributors making connections between chapters and developing common themes.
Download or read book The Spectacle of Disintegration written by McKenzie Wark and published by Verso Books. This book was released on 2013-03-12 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: Following his acclaimed history of the Situationist International up until the late sixties, The Beach Beneath the Street, McKenzie Wark returns with a companion volume which puts the late work of the Situationists in a broader and deeper context, charting their contemporary relevance and their deep critique of modernity. Wark builds on their work to map the historical stages of the society of the spectacle, from the diffuse to the integrated to what he calls the disintegrating spectacle. The Spectacle of Disintegration takes the reader through the critique of political aesthetics of former Situationist T.J. Clark, the Fourierist utopia of Raoul Vaneigem, René Vienet’s earthy situationist cinema, Gianfranco Sangunetti’s pranking of the Italian ruling class, Alice-Becker Ho’s account of the anonymous language of the Romany, Guy Debord’s late films and his surprising work as a game designer. At once an extraordinary counter history of radical praxis and a call to arms in the age of financial crisis and the resurgence of the streets, The Spectacle of Disintegration recalls the hidden journeys taken in the attempt to leave the twentieth century, and plots an exit from the twenty first. The dustjacket unfolds to reveal a fold-out poster of the collaborative graphic essay combining text selected by McKenzie Wark with composition and drawings by Kevin C. Pyle.
Download or read book Playing to Learn written by David Hutchison and published by Bloomsbury Publishing USA. This book was released on 2007-05-30 with total page 280 pages. Available in PDF, EPUB and Kindle. Book excerpt: Playing to Learn: Video Games in the Classroom is one of first practical resources that helps teachers integrate the study of video games into the classroom. The book is comprised of over 100 video game related activity ideas appropriate for Grades 4 to 12. Virtually every subject area is addressed. The book is augmented with several discussion articles contributed by scholars, journalists, and bloggers who routinely write about video games. In addition, the book includes dozens of activity modification and extension ideas, Web links, data tables, and photos.
Download or read book Playing at War written by Patrick A. Lewis and published by LSU Press. This book was released on 2024-09-19 with total page 309 pages. Available in PDF, EPUB and Kindle. Book excerpt: Playing at War offers an innovative focus on Civil War video games as significant sites of memory creation, distortion, and evolution in popular culture. With fifteen essays by historians, the collection analyzes the emergence and popularity of video games that topically engage the period surrounding the American Civil War, from the earliest console games developed in the 1980s through the web-based games of the twenty-first century, including popular titles such as Red Dead Redemption 2 and War of Rights. Alongside discussions of technological capabilities and advances, as well as their impact on gameplay and content, the essays consider how these games engage with historical scholarship on the Civil War era, the degree to which video games reflect and contribute to popular understandings of the period, and how those dynamics reveal shifting conceptions of martial identity and historical memory within U.S. popular culture. Video games offer productive sites for extending the analysis of Civil War memory into the post–Confederates in the Attic era, including the political and cultural moments of Obama and Trump, where overt expressions of Lost Cause memory were challenged and removed from schools and public spaces, then embraced by new manifestations of white supremacist organizations. Edited by Patrick A. Lewis and James Hill Welborn III, Playing at War traces the drift of Civil War memory into digital spaces and gaming cultures, encouraging historians to engage more extensively with video games as important cultural media for examining how contemporary Americans interact with the nation’s past.