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Book Persona 3

    Book Details:
  • Author : Atlus
  • Publisher : Udon Entertainment Corporation
  • Release : 2014-12-16
  • ISBN : 9781927925256
  • Pages : 144 pages

Download or read book Persona 3 written by Atlus and published by Udon Entertainment Corporation. This book was released on 2014-12-16 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: - Featuring the character designs of Shigenori Soejima! Go behind the scenes of Persona 3, one of the most unique and respected RPG's ever. Inside you'll find character designs, rough sketches, storyboards, backgrounds and settings, an exclusive interview with the game's creators, and more!

Book Avatar Tuner

    Book Details:
  • Author : Yu Godai
  • Publisher :
  • Release : 2017-09-05
  • ISBN : 9781939326409
  • Pages : 244 pages

Download or read book Avatar Tuner written by Yu Godai and published by . This book was released on 2017-09-05 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the post-apocalyptic Junkyard, a mysterious religious order known only as the Church watches over the brutal competition between warring tribes as they vie to unify six territories and thereby gain access to Nirvana, the promised land. But the rules of the competition have changed, and the Junkyard has been thrown into chaos after its inhabitants are granted not only demonic transformation powers, but their first taste of human emotion. The Church demands that any tribe seeking entry to paradise must also deliver the strange girl named Sera to them. Serph and the other members of the Embryon struggle to keep Sera safe from enemies on all sides, all while striving to find whatever allies they can in order to beat the Church at their own game. Avatar Tuner, Vol. 2 continues the Quantum Devil Saga, a series inspired by the Shin Megami Tensei video games, which are widely popular in their native Japan and have gained a considerable following in the West. Translated into English for the first time, experience the story of Serph and his tribe as they fight not only to win, but to understand the supernatural forces that govern the Junkyard.

Book Approaches to Videogame Discourse

Download or read book Approaches to Videogame Discourse written by Astrid Ensslin and published by Bloomsbury Publishing USA. This book was released on 2019-05-02 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games. In the first section, “Lexicology, Localisation and Variation,” chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. “Player Interactions” moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, “Beyond the 'Text',” scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies. With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.

Book Hardcore Gaming 101 Presents  the Unofficial Guide to Shin Megami Tensei and Persona

Download or read book Hardcore Gaming 101 Presents the Unofficial Guide to Shin Megami Tensei and Persona written by Robert Fenner and published by . This book was released on 2020-11-12 with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt: UNOFFICIAL AND UNAUTHROIZED! Beginning as a 1986 science fiction/horror novel, Megami Tensei has since grown to become one of the most expansive Japanese RPG series of all time, comprising of over thirty titles in variety of subgenres. As the original "monster collecting" game, the heroes converse with hundreds of demons across various world mythologies and convince them to join their cause. While early entries focused on exploring post-apocalyptic Tokyo, the series has branched out in several different directions, putting you in the role of demon-hunting detectives and high school students, across other spinoffs like Devil Summoner, Persona, and Devil Survivor. This book catalogs all of them and untangles the web of the this complicated but fascinating series, reviewing many Japanese-only entries as well as other incredibly obscure titles within the series. Included features are reviews for every mainline and spinoff entry in the Shin Megami Tensei and Persona series, including Devil Summoner, Devil Survivor, Last Bible, and all others, with over 30 extensive reviews in all; trivia and recurring elements; essays introducing the series and analyzing its use of demons; and reviews of various anime, manga, and other media tie-ins.

Book Persona 3 Volume 2

Download or read book Persona 3 Volume 2 written by Atlus and published by Udon Entertainment. This book was released on 2017-01-31 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Reads from right to left in manga format.

Book Shigenori Soejima  Art Works

Download or read book Shigenori Soejima Art Works written by Shigenori Soejima and published by Udon Entertainment. This book was released on 2021-07-13 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This beautiful art book features Shigenori Soejima's best work from the Persona 3 and Persona 4 games, as well as other projects such as Stella Deus and Momoiro Taisen Pairon. Also includes an exclusive interview with the artist himself!

Book The Gamer s Brain

    Book Details:
  • Author : Celia Hodent
  • Publisher : CRC Press
  • Release : 2017-08-10
  • ISBN : 1351650769
  • Pages : 387 pages

Download or read book The Gamer s Brain written by Celia Hodent and published by CRC Press. This book was released on 2017-08-10 with total page 387 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

Book The Play Versus Story Divide in Game Studies

Download or read book The Play Versus Story Divide in Game Studies written by Matthew Wilhelm Kapell and published by McFarland. This book was released on 2015-11-16 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigms remains the one that famously "never happened." This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The essayists examine various digital games, assessing the applicability of play-versus-narrative approaches or considering the failure of each. The essays reflect the broader history while applying notions of play and story to recent games in an attempt to propel serious analysis.

Book Super Power  Spoony Bards  and Silverware

Download or read book Super Power Spoony Bards and Silverware written by Dominic Arsenault and published by MIT Press. This book was released on 2017-09-01 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the Super Nintendo Entertainment System embodied Nintendo’s s resistance to innovation and took the company from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s market share and business model. This led the firm to fall from a dominant position during its golden age (dubbed by Arsenault the “ReNESsance”) with the NES to the margins of the industry with the Nintendo 64 and GameCube consoles. Arsenault argues that Nintendo’s conservative business strategies and resistance to innovation during the SNES years explain its market defeat by Sony’s PlayStation. Extending the notion of “platform” to include the marketing forces that shape and constrain creative work, Arsenault draws not only on game studies and histories but on game magazines, boxes, manuals, and advertisements to identify the technological discourses and business models that formed Nintendo’s Super Power. He also describes the cultural changes in video games during the 1990s that slowly eroded the love of gamer enthusiasts for the SNES as the Nintendo generation matured. Finally, he chronicles the many technological changes that occurred through the SNES's lifetime, including full-motion video, CD-ROM storage, and the shift to 3D graphics. Because of the SNES platform’s architecture, Arsenault explains, Nintendo resisted these changes and continued to focus on traditional gameplay genres.

Book Persona 4 Volume 3

Download or read book Persona 4 Volume 3 written by Atlus and published by Udon Entertainment. This book was released on 2016-07-12 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rough and tumble juvenile delinquent Kanji joins the search for the truth about the Midnight Channel.

Book Japanese Role Playing Games

Download or read book Japanese Role Playing Games written by Rachael Hutchinson and published by Rowman & Littlefield. This book was released on 2022-04-11 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.

Book Persona 3 Volume 7

Download or read book Persona 3 Volume 7 written by Atlus and published by Udon Entertainment. This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The anti-Shadow android known as Aigis looks back and ponders what matters most to her.

Book Gaming Sexism

    Book Details:
  • Author : Amanda C. Cote
  • Publisher : NYU Press
  • Release : 2020-09-01
  • ISBN : 1479802204
  • Pages : 274 pages

Download or read book Gaming Sexism written by Amanda C. Cote and published by NYU Press. This book was released on 2020-09-01 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.

Book The Video Game Quiz Book

    Book Details:
  • Author : Louie Falls
  • Publisher : Andrews UK Limited
  • Release : 2015-06-10
  • ISBN : 0993241786
  • Pages : 254 pages

Download or read book The Video Game Quiz Book written by Louie Falls and published by Andrews UK Limited. This book was released on 2015-06-10 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do you enjoy playing video games? Are you familiar with all the characters from the various games and the fantasy worlds they inhabit? Could you answer questions about them and gaming in general? If so, the time has come to find out well you really know your favourite pastime. Which Nintendo console makes a Mario coin collect noise when turned on? Where does the name ‘SEGA’ come from? What is the default character name in GTA: London, 1969? If you think you know, check out the answers to these questions and more in this new book. Containing 1,200 questions on franchises like Mario and Final Fantasy, and genres such as first-person shooters and fighting games, covering the best, the worst, and the strangest games from around the world, this book will appeal to gamers of all ages. Each subject has 60 questions split into three difficulty settings, just like a video game! If you think you know all about gaming, you won’t want to miss out on The Video Game Quiz Book.

Book 1001 Video Games You Must Play Before You Die

Download or read book 1001 Video Games You Must Play Before You Die written by Tony Mott and published by Hachette UK. This book was released on 2011-12-05 with total page 960 pages. Available in PDF, EPUB and Kindle. Book excerpt: In fewer than fifty years videogames have become one of the most popular forms of entertainment, but which are the best games, the ones you must play? This action packed book presents the best videogames from around the world - from 80's classic Donkey Kong to Doom, Frogger and Final Fantasy. Covering everything from old favourites to those breaking new ground, these are the games that should not be missed. Video game expert Tony Mott presents 1001 of the best video games from around the world and on all formats, from primitive pioneering consoles like Atari's VCS to modern-day home entertainment platforms such as Sony's PlayStation 3. 1001 VIDEO GAMES defines arcade experiences that first turned video gaming into a worldwide phenomenon such as Space Invaders, Asteroids, and Pac-Man - games that made the likes of Atari, Sinclair and Commadore household names. It also includes the games that have taken the console era by storm from Nintendo Wii to Sony Playstation and beyond - games of the modern era that have become cultural reference points in their own right including multi-million selling series such as Halo, Grand Theft Auto and Resident Evil. For aficionados this is a keepsake - charting the highlights of the past fifty years giving them key information for games they must play. For those just discovering the appeal of gaming this extensive volume will provide everything they need to ensure they don't miss out on the games that revolutionized this overwhelmingly popular medium.

Book Greatest Moments in Video Game History

Download or read book Greatest Moments in Video Game History written by D.B. Weston and published by DB Weston. This book was released on with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: Greatest Moments in Video Game History is the most extensive book of video game facts available today. While books written in a similar vein provide readers with general facts, "Greatest Moments in Video Game History" brings to light the lesser known facts that will take you on an exciting trip through history starting in 1947 and running through 2012. Greatest Moments in Video Game History is not just a chronological list of events, it also features stories that you will not read anywhere else, noteworthy game releases, scandals, bans, publicity stunts gone wrong, Guinness gaming records, and a look at the best and worst game releases throughout the years.

Book Fight  Magic  Items

Download or read book Fight Magic Items written by Aidan Moher and published by Running Press Adult. This book was released on 2022-10-04 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: Take a journey through the history of Japanese role-playing games—from the creators who built it, the games that defined it, and the stories that transformed pop culture and continue to capture the imaginations of millions of fans to this day. The Japanese roleplaying game (JRPG) genre is one that is known for bold, unforgettable characters; rich stories, and some of the most iconic and beloved games in the industry. Inspired by early western RPGs and introducing technology and artistic styles that pushed the boundaries of what video games could be, this genre is responsible for creating some of the most complex, bold, and beloved games in history—and it has the fanbase to prove it. In Fight, Magic, Items, Aidan Moher guides readers through the fascinating history of JRPGs, exploring the technical challenges, distinct narrative and artistic visions, and creative rivalries that fueled the creation of countless iconic games and their quest to become the best, not only in Japan, but in North America, too. Moher starts with the origin stories of two classic Nintendo titles, Final Fantasy and Dragon Quest, and immerses readers in the world of JRPGs, following the interconnected history from through the lens of their creators and their stories full of hope, risk, and pixels, from the tiny teams and almost impossible schedules that built the foundations of the Final Fantasy and Dragon Quest franchises; Reiko Kodama pushing the narrative and genre boundaries with Phantasy Star; the unexpected team up between Horii and Sakaguchi to create Chrono Trigger; or the unique mashup of classic Disney with Final Fantasy coolness in Kingdom Hearts. Filled with firsthand interviews and behind-the-scenes looks into the development, reception, and influence of JRPGs, Fight, Magic, Items captures the evolution of the genre and why it continues to grab us, decades after those first iconic pixelated games released.