Download or read book Insert Coin to Play written by Jamie Justice and published by Jamie Justice. This book was released on 2020-07-11 with total page 52 pages. Available in PDF, EPUB and Kindle. Book excerpt: I want to first say thank you for taking the time to consider reading my book of video game poetry. I believe all writing is an art-form, and I must wield that creative spark. Video game literature has existed for years; however, it has yet been fully recognized as the literary art-form that it is. It is often flippantly swatted away, like an unfamiliar pet that you dare not take a chance on. Within my poetry, I seek to show how video games (and poetry), can be an effective tool of us understanding and coping with the insanity of today’s modern world. With each poem, I strive to tell a story. Often the focus of my poetry is that of a person who is marginalized; they are often seen a monstrous, or a pariah because of their differences. I seek to answer the question: “What does it mean to be human?” Is it our actions, our thoughts and heart? Or is it how others see us, we shape our reality to meet those expectations? Video games are a universal way of doing this. Please enjoy my book of poems, and I hope it touches your heart.
Download or read book INSERT COIN written by Adrian Gabriel Dumitru and published by Adrian Gabriel Dumitru. This book was released on with total page 159 pages. Available in PDF, EPUB and Kindle. Book excerpt: Having dreams is .... normal. We also see people having clear goals ... and it's quite interesting... looking like a more organised person which is dreaming. ... on and on and on. And the truth is ... that the human being could be defined as a machine ... that is always coming up with new and new desires. I look into my past ... and i see myself saying in front of the Universe ... i want that and that ... and that. And ... i can't stop myself ... even if i know that same as Budha said ... the desire itself is the source of all the human pain. I smile realising how i've wasted my life chasing for on million contradictory desires. ... but also honestly realising ... this is a non ending story. So ... starting a weird process of self therapy... analysing all those desires ... especially the ones that obsessed myself ... I've finally concluded that in fact ... i want more to "taste" those desires. It was like i loved Rolls Royce... and i wanted to drive such an amazing car ... but i did not really wanting to pay such a huge price for this car .... the maintenance ... the taxes …the insurance etc. In fact ... all i wanted was to ... drive it ... for a while ... and enjoy the sensation of doing it. And the list of similar desires ... was so damn long ... So ... i wanted that ... and that and that ... hoping in fact that ... i'll get some sensations... which will bring me nice vibes into my soul. But .... It was only one problem. I did not really wanted to ... pay the price. Almost ... for any of those desires which were dominating obsessively my existence. Time was passing ... and i was somehow ending all the time ... being sad and disappointed.... cause my desires did not became real. Not all of them ... but many. But ... i've also noticed with some of those weird desires which i had .... that they were not what I've imagined. It was indeed all ... illusory. I could simple try and test all ... simple paying a price ... like renting the Rolls ... and see if i really want such a car. It was not that i could afford it ... but i could try to taste it ... by paying a minimum price for that ... only to understand better if that was a good path to follow or not. I had to insert ... a coin. But i was not really ready to do it. Yes ... not even pay ... a vey little price for it. I was just dreaming ... so nicely pretending i have clear goals with my life ... but all i was doing was to allow being dominated by those illusory desires. And this moment when i've understood i have only 3 choices... my life changed. Firstly ... I could ... stop dreaming. Or i could pay the price of getting that desire ... and stop being so stupid ... believing that a great dream ... costs 2 pennies. Or ... i could simple .... "taste" a little bit that desire .... see if i really want it ... and then decide if i delete that obsession from my mind ... or not. So ... all was about ... insert coin ... paying the price for it ... or .... simply stop myself dreaming with my eyes opened... like an idiot.
Download or read book Free to Play written by Christopher A. Paul and published by MIT Press. This book was released on 2020-10-13 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of free-to-play and mobile games that traces what is valued and what is marginalized in discussions of games. Free-to-play and mobile video games are an important and growing part of the video game industry, and yet they are often disparaged by journalists, designers, and players and pronounced inferior to to games with more traditional payment models. In this book, Christopher Paul shows that underlying the criticism is a bias against these games that stems more from who is making and playing them than how they are monetized. Free-to-play and mobile games appeal to a different kind of player, many of whom are women and many of whom prefer different genres of games than multi-level action-oriented killing fests. It's not a coincidence that some of the few free-to-play games that have been praised by games journalists are League of Legends and World of Tanks.
Download or read book Get in the Game written by Jonathan Stringfield and published by John Wiley & Sons. This book was released on 2022-07-26 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies, decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment.
Download or read book Let Me Play written by Radford Castro and published by . This book was released on 2004 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do you ever skip dinner to finish that "impossible" level? Have you ever tossed your keyboard out the window after losing a game, or swung your controller around because you lost that power up? Would you like to learn a little bit about the underground world of emulation? If you answered yes to any of the above, this book was meant for you. With an insider's look at how people interact with the games and with each other, Radford Castro's tales of gaming are almost as fun as playing the games themselves.
Download or read book Insert Coin to Continue written by John David Anderson and published by Simon and Schuster. This book was released on 2017-09-19 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Middle-schooler Bryan wakes up to find that his life has become a video game, with bullies to beat, races to run, puzzles to solve, and much more at stake.
Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 689 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gain a deeper understanding of games and game design through 18 pioneering frameworks—with examples from board games, computer games, video games, and more. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like “play,” “design,” and “interactivity.” They look at games through a series of 18 “game design schemas,” or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Download or read book Digital Play written by Stephen Kline and published by McGill-Queen's Press - MQUP. This book was released on 2003 with total page 388 pages. Available in PDF, EPUB and Kindle. Book excerpt: In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. -- publisher description.
Download or read book Videogame player text written by Barry Atkins and published by Manchester University Press. This book was released on 2024-07-30 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation.
Download or read book Slots for the Clueless written by John Patrick and published by Lyle Stuart. This book was released on 2001 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Billboard written by and published by . This book was released on 1956-12-01 with total page 82 pages. Available in PDF, EPUB and Kindle. Book excerpt: In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.
Download or read book Me Family and the Making of a Footballer written by Jamie Redknapp and published by Headline. This book was released on 2020-10-01 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'a wonderful book ... a great read' Daily Mail 'a fascinating book ... I really enjoyed it' Piers Morgan, Good Morning Britain 'a heart-warming, funny and insightful read. Perfect for a rainy day by the fire.' FourFourTwo magazine One of the Guardian's 'Biggest Books of Autumn 2020' 'A beautiful book about football, family, friendship and finding out who you really are.' JACK WHITEHALL 'One of the best books I've ever read about what it takes to become a pro.' FRANK LAMPARD For the Redknapp clan, football is a family concern; it's the family business. Me, Family and the Making of a Footballer is a deeply moving, heartfelt and beautifully personal account of growing up as the second son of Harry Redknapp, and also an enchanting love letter to football. "I'm Jamie Redknapp. Chances are my surname rings a bell. I want to introduce you to a colourful cast of characters from my formative years. Growing up, Dad and grandad 'Pop' told us tall stories from London's East End, but there was no artistic licence needed when I was actually kicking a ball about with legends like George Best, Bobby Moore, and Geoff Hurst. This book is the story of my childhood and adolescence. Like many others, I guess it's a pretty typical mix of caravans and lollies, sweaty T-shirts and paper rounds, cheese sandwiches and Glacier Mints, The A Team, E.T. and Chinese takeaways. But this is also the story of a journey through an extraordinary childhood obsession with football. One minute it was all about Shoot! magazine, endless keepy-ups and countless impromptu kickabouts. The next, I'm playing for Bournemouth Reserves against terrifying, fully-grown men. Then I got my move to Kenny Dalglish's Liverpool. I might've been living off gristly sausages and Smash potato in my dingy digs up on Merseyside, but I was living the dream. I was desperately hoping it was the start of something special. Writing Me, Family and the Making of a Footballer has helped me discover so much about myself. This book is my way of explaining who and what have made me ... well, me."
Download or read book The Official Raspberry Pi Projects Book Volume 1 written by The Makers of The MagPi magazine and published by Raspberry Pi Press. This book was released on 2015-11-01 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Official Raspberry Pi projects book returns with inspirational projects, detailed step-by-step guides, and product reviews based around the phenomenon that is the Raspberry Pi. See why educators and makers adore the credit card-sized computer that can be used to make robots, retro games consoles, and even art. In this volume of The Official Raspberry Pi Projects Book, you'll: Get involved with the amazing and very active Raspberry Pi community Be inspired by incredible projects made by other people Learn how to make with your Raspberry Pi with our tutorials Find out about the top kits and accessories for your Pi projects And much, much more! If this is your first time using a Raspberry Pi, you'll also find some very helpful guides to get you started with your Raspberry Pi journey. With millions of Raspberry Pi boards out in the wild, that's millions more people getting into digital making and turning their dreams into a Pi-powered reality. Being so spoilt for choice though means that we've managed to compile an incredible list of projects, guides, and reviews for you. This book was written using an earlier version of Raspberry Pi OS. Please use Raspberry Pi OS (Legacy) for full compatibility. See magpi.cc/legacy for more information.
Download or read book From Pinballs to Pixels written by Ken Horowitz and published by McFarland. This book was released on 2023-04-27 with total page 537 pages. Available in PDF, EPUB and Kindle. Book excerpt: From early classics like Contact to marvels like High Speed, gaming publisher Williams dazzled arcade goers with its diverse range of quality pinball games. The age of video games catapulted the company into legend with blockbusters like Defender and Joust, and by the end of the 1980s it was the largest coin-op publisher in North America. Williams' acquisition of Bally/Midway began a period of hits that included Mortal Kombat and NBA Jam, as well as the best-selling pinball machine of all time, The Addams Family. The history of Williams spans nearly six decades and is filled with great games, huge gambles and technical innovations that impacted every aspect of pinball and arcade video games. With interviews of 40+ former designers and executives from Williams/Bally/Midway, as well as information from hundreds of contemporaneous news reports and documents, this book presents a never-before-seen chronology of how the small company became a coin-op juggernaut. Thirty pinball and 26 video game classics are examined in depth with direct input from the people who made them, along with the story of the events that shaped one of gaming's greatest publishing houses.
Download or read book ICIDC 2022 written by Zuriati Ahmad Zukarnain and published by European Alliance for Innovation. This book was released on 2022-10-13 with total page 2599 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 2022 International Conference on Information Economy, Data Modeling and Cloud Computing (ICIDC 2022) was successfully held in Qingdao, China from June 17 to 19, 2022. Under the impact of COVID-19, ICIDC 2022 was held adopting a combination of online and offline conference. During this conference, we were greatly honored to have Prof Datuk Dr Hj Kasim Hj Md Mansur from Universiti Malaysia Sabah, Malaysia to serve as our Conference Chairman. And there were 260 individuals attending the conference. The conference agenda was composed of keynote speeches, oral presentations, and online Q&A discussion. The proceedings of ICIDC 2022 cover various topics, including Big Data Finance, E-Commerce and Digital Business, Modeling Method, 3D Modeling, Internet of Things, Cloud Computing Platform, etc. All the papers have been checked through rigorous review and processes to meet the requirements of publication. Data modeling allows us to obtain the dynamic change trend of various indicator data, so how to use big data information to model and study the development trend of economic operation plan is of great significance. And that is exactly the purpose of this conference, focusing on the application of big data in the economic field as well as conducting more profound research in combination with cloud computing.
Download or read book Videogames and Horror written by Dawn Stobbart and published by University of Wales Press. This book was released on 2019-10-01 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames are full of horrors – and of horror, a facet of the media that has been largely overlooked by the academic community in terms of lengthy studies in the fast-growing field of videogame scholarship. This book engages with the research of prominent scholars across the humanities to explore the presence, role and function of horror in videogames, and in doing so it demonstrates how videogames enter discussion on horror and offer a unique, radical space that horror is particularly suited to fill. The topics covered include the construction of stories in videogames, the role of the monster and, of course, how death is treated as a learning tool and as a facet of horror.
Download or read book Winning Casino Play written by Avery Cardoza and published by Cardoza Publishing. This book was released on with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: New expanded edition is a great first book for beginning players and a powerful winning tool for experienced ones as well. It includes complete coverage of blackjack, craps, slots, video poker, roulette, Caribbean Stud Poker, and Let it Ride. Using Cardoza's easy-to-follow advice, winning becomes both easy and fun at the same time. Includes casino basics and money management sections, and packed with charts and illustrations throughout for easy comprehension of all the winning strategies. 352 pages