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EBookClubs

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Book Sega Arcade Classics

Download or read book Sega Arcade Classics written by Kurt Kalata and published by . This book was released on 2016 with total page 161 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Untold History of Japanese Game Developers

Download or read book The Untold History of Japanese Game Developers written by John Szczepaniak and published by Createspace Independent Publishing Platform. This book was released on 2015-11-04 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Detailed contents listing here: http://www.hardcoregaming101.net/books/the-untold-history-of-japanese-game-developers-volume-2/ Nearly 400 pages and over 30 interviews, with exclusive content on the history of Japanese games. The origins of Hudson, Masaya's epic robot sagas, Nintendo's funding of a PlayStation RTS, detailed history of Westone Entertainment, and a diverse range of unreleased games. Includes exclusive office layout maps, design documents, and archive photos. In a world first - something no other journalist has dared examine - there's candid discussion on the involvement of Japan's yakuza in the industry. Forewords by Retro Gamer founding editor Martyn Carroll and game history professor Martin Picard.

Book Hardcore Gaming 101 Presents  Japanese Video Game Obscurities

Download or read book Hardcore Gaming 101 Presents Japanese Video Game Obscurities written by Kurt Kalata and published by Unbound Publishing. This book was released on 2019-11-14 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: Japan has produced thousands of intriguing video games. But not all of them were released outside of the country, especially not in the 1980s and 90s. While a few of these titles have since been documented by the English-speaking video game community, a huge proportion of this output is unknown beyond Japan (and even, in some cases, within it). Hardcore Gaming 101 Presents: Japanese Video Game Obscurities seeks to catalogue many of these titles – games that are weird, compelling, cool or historically important. The selections represent a large number of genres – platformers, shoot-em-ups, role-playing games, adventure games – across nearly four decades of gaming on arcade, computer and console platforms. Featuring the work of giants like Nintendo, Sega, Namco and Konami alongside that of long-forgotten developers and publishers, even those well versed in Japanese gaming culture are bound to learn something new.

Book Trigger Happy

    Book Details:
  • Author : Steven Poole
  • Publisher : Arcade Publishing
  • Release : 2004
  • ISBN : 9781559705981
  • Pages : 268 pages

Download or read book Trigger Happy written by Steven Poole and published by Arcade Publishing. This book was released on 2004 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.

Book Level Up

    Book Details:
  • Author : Scott Rogers
  • Publisher : John Wiley & Sons
  • Release : 2010-09-29
  • ISBN : 0470970928
  • Pages : 515 pages

Download or read book Level Up written by Scott Rogers and published by John Wiley & Sons. This book was released on 2010-09-29 with total page 515 pages. Available in PDF, EPUB and Kindle. Book excerpt: Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!

Book Gaming Rhythms

    Book Details:
  • Author : Tom Apperley
  • Publisher : Lulu.com
  • Release : 2011-06-16
  • ISBN : 908160211X
  • Pages : 169 pages

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.

Book Game Research Methods  An Overview

Download or read book Game Research Methods An Overview written by Patri Lankoski and published by Lulu.com. This book was released on 2015 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.

Book Games and Rules

    Book Details:
  • Author : Beat Suter
  • Publisher : transcript Verlag
  • Release : 2019-03-31
  • ISBN : 3839443040
  • Pages : 323 pages

Download or read book Games and Rules written by Beat Suter and published by transcript Verlag. This book was released on 2019-03-31 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.

Book Designing Virtual Worlds

Download or read book Designing Virtual Worlds written by Richard A. Bartle and published by New Riders. This book was released on 2004 with total page 768 pages. Available in PDF, EPUB and Kindle. Book excerpt: This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.

Book No Logo

    Book Details:
  • Author : Naomi Klein
  • Publisher : Macmillan
  • Release : 2000-01-15
  • ISBN : 9780312203436
  • Pages : 520 pages

Download or read book No Logo written by Naomi Klein and published by Macmillan. This book was released on 2000-01-15 with total page 520 pages. Available in PDF, EPUB and Kindle. Book excerpt: "What corporations fear most are consumers who ask questions. Naomi Klein offers us the arguments with which to take on the superbrands." Billy Bragg from the bookjacket.

Book The Sega Arcade Revolution

Download or read book The Sega Arcade Revolution written by Ken Horowitz and published by McFarland. This book was released on 2018-06-22 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: Long before it took the home video game console market by storm, Sega was already an arcade powerhouse. Parlaying its dominance in coin-operated machines into the home video game boom of the 1980s, the Japan-based company soon expanded with branches in Europe and the U.S., and continues to lead the gaming industry in design and quality. Drawing on interviews with former developers and hundreds of documents, this history follows the rise of Sega, from its electromechanical machines of the mid-1960s to the acquisition of Gremlin Industries to its 2003 merger with Sammy Corporation. Sixty-two of Sega's most popular and groundbreaking games are explored.

Book Toward a Ludic Architecture

Download or read book Toward a Ludic Architecture written by Steffen P. Walz and published by Lulu.com. This book was released on 2010 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: “Toward a Ludic Architecture†is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap in literature, Steffen P. Walz considers game design theory and practice alongside architectural theory and practice, asking: how are play and games architected? What kind of architecture do they produce and in what way does architecture program play and games? What kind of architecture could be produced by playing and gameplaying?

Book Game Architecture and Design

Download or read book Game Architecture and Design written by Andrew Rollings and published by New Riders Publishing. This book was released on 2004 with total page 964 pages. Available in PDF, EPUB and Kindle. Book excerpt: A guide to computer game design, architecture, and management explores the application of design principles, shares the experiences of game programmers, and offers an overview of game development software.

Book Swords   Circuitry

    Book Details:
  • Author : Neal Hallford
  • Publisher : Course Technology
  • Release : 2001
  • ISBN : 9780761532996
  • Pages : 514 pages

Download or read book Swords Circuitry written by Neal Hallford and published by Course Technology. This book was released on 2001 with total page 514 pages. Available in PDF, EPUB and Kindle. Book excerpt: Decipher the arcane mysteries behind role-playing game development tools like plot trees, world bibles, design documents, and game scripts. You'll learn the history of the role-playing game and move on to discover what makes games tick and howto make yours a success! This book is stocked full of sage advice from game gurus like John Cutter (Betrayal at Krondor), Jon Van Caneghem (Might & Magic), Chris Taylor (Dungeon Siege), Trent Oster (Neverwinter Nights), Sara Stocker (Pools of Radiance II: The Ruins of Myth Drannor), and Carly Staehlin (Ultima Online). This book also contains actual excerpts from the proposal, design, world layout, and game script documentation of successful games.

Book Game Testing

    Book Details:
  • Author : Charles P. Schultz
  • Publisher : Mercury Learning and Information
  • Release : 2016-09-15
  • ISBN : 1944534423
  • Pages : 483 pages

Download or read book Game Testing written by Charles P. Schultz and published by Mercury Learning and Information. This book was released on 2016-09-15 with total page 483 pages. Available in PDF, EPUB and Kindle. Book excerpt: An updated version of the bestselling Game Testing All In One, Second Edition, this book equips the reader with the rationale for vigorous testing of game software, how game testing and the tester fit into the game development process, practical knowledge of tools to apply to game testing, game tester roles and responsibilities, and the measurements to determine game quality and testing progress. The reader is taken step-by-step through test design and other QA methods, using real game situations. The book includes content for the latest console games and the new crop of touch, mobile, and social games that have recently emerged. A companion DVD contains the tools used for the examples in the book and additional resources such as test table templates and generic flow diagrams to get started quickly with any game test project. Each chapter includes questions and exercises, making the book suitable for classroom use as well as a personal study or reference tool. Features: * Uses a wide range of game titles and genres, including newer gaming experiences such as social networking games, games utilizing music and motion controllers, and touch games on mobile devices * Includes a new chapter on Exploratory Testing * Includes test methodology tutorials based on actual games with tools that readers can use for personal or professional development * Demonstrates methods and tools for tracking and managing game testing progress and game quality * Features a companion DVD with templates, resources, and projects from the book On the DVD: * Contains the tools used for the examples in the book as well as additional resources such as test table templates and generic flow diagrams that can be used for individual or group projects * All images from the text (including 4-color screenshots) * FIFA video from a project in the book eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].

Book Playful Trajectories and Experimentations

Download or read book Playful Trajectories and Experimentations written by Judit Vari and published by BRILL. This book was released on 2021-08-16 with total page 108 pages. Available in PDF, EPUB and Kindle. Book excerpt: The principal aim of this book is to discuss the role of video games in socialization of children and young people. The development of video games is a sign of and a factor in the democratization of modern societies.

Book Games   Game Design   Game Studies

Download or read book Games Game Design Game Studies written by Gundolf S. Freyermuth and published by transcript Verlag. This book was released on 2015-11-30 with total page 291 pages. Available in PDF, EPUB and Kindle. Book excerpt: How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies. With contributions by André Czauderna, Nathalie Pozzi and Eric Zimmerman.