Download or read book The Comic Book Story of Video Games written by Jonathan Hennessey and published by Ten Speed Graphic. This book was released on 2017-10-03 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.
Download or read book The Art of Video Games written by Chris Melissinos and published by . This book was released on 2012 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Published in cooperation with the Smithsonian American Art Museum."
Download or read book Social Exclusion Power and Video Game Play written by David G. Embrick and published by Lexington Books. This book was released on 2012 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military, and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural, and political environment that raises the question of the significance of work, play, power, and inequalities in the modern world. Studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers, or even social media; how social exclusion (based on race, class, or gender) in the virtual environment is reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices, and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope of drawing attention to the need for more studies that are both sociological and critical.
Download or read book Power Play written by Asi Burak and published by Macmillan + ORM. This book was released on 2017-01-31 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: “An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Download or read book Video Games and the Mind written by Bernard Perron and published by McFarland. This book was released on 2016-07-19 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.
Download or read book The Power of Forgetting written by Mike Byster and published by Harmony. This book was released on 2014-03-18 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: An uncommon guide for accomplishing more every day by engaging the unique skill of forgetting, from the creator of the award-winning memory training system Brainetics Is it possible that the answer to becoming a more efficient and effective thinker is learning how to forget? Yes! Mike Byster will show you how mastering this extraordinary technique—forgetting unnecessary information, sifting through brain clutter, and focusing on only important nuggets of data—will change the quality of your work and life balance forever. Using the six tools in The Power of Forgetting, you’ll learn how to be a more agile thinker and productive individual. You will overcome the staggering volume of daily distractions that lead to to brain fog, an inability to concentrate, lack of creativity, stress, anxiety, nervousness, angst, worry, dread, and even depression. By training your brain with Byster’s exclusive quizzes and games, you’ll develop the critical skills to become more successful in all that you do, each and every day.
Download or read book Power Up written by Chris Kohler and published by Courier Dover Publications. This book was released on 2016-10-21 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.
Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Download or read book Gaming Representation written by Jennifer Malkowski and published by Indiana University Press. This book was released on 2017-07-03 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination.
Download or read book Video Gaming written by and published by PediaPress. This book was released on with total page 189 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.
Download or read book How to Play Video Games written by Matthew Thomas Payne and published by NYU Press. This book was released on 2019-03-26 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Download or read book Situated Language and Learning written by James Paul Gee and published by Psychology Press. This book was released on 2004 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tackles the big ideas about language, literacy and learning. Why do poor and minority students under-perform in school? Do computer games help or hinder learning? What can new research in psychology teach our educational policy makers?
Download or read book Video Games Around the World written by Mark J. P. Wolf and published by MIT Press. This book was released on 2015-05-22 with total page 715 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
Download or read book The New Power Elite written by Alan Shipman and published by Anthem Press. This book was released on 2018-04-13 with total page 433 pages. Available in PDF, EPUB and Kindle. Book excerpt: Elites have always ruled – wielding inordinate power and wealth, taking decisions that shape life for the rest. In good times the ‘1%’ can hide their privilege, or use growing social mobility and economic prosperity as a justification. When times get tougher there’s a backlash. So the first years of the twenty-first century – a time of financial crashes, oligarchy and corruption in the West; persistent poverty in the south; and rising inequality everywhere – have brought elites and ‘establishments’ under unprecedented fire. Yet those swept to power by this discontent are themselves a part of the elite, attacking from within and extending rather than ending its agenda. The New Power Elite shows how major political and social change is typically driven by renegade elite fractions, who co-opt or sideline elites’ traditional enemies. It is the first book to combine the politics, economics, sociology and history of elite rule to present a compact, comprehensive account of who’s at the top, and why we let them get there.
Download or read book Being An Introvert As A Super Power written by Niina Niskanen and published by Niina Niskanen. This book was released on 2024-05-08 with total page 29 pages. Available in PDF, EPUB and Kindle. Book excerpt: Some of the best qualities of being an introvert include being thoughtful, introspective, observant, and good at listening. Introverts tend to have a deep understanding of themselves and others, and are able to provide valuable insights and perspectives. They are often seen as reliable, trustworthy, and excellent problem solvers. Overall, introverts bring a unique and valuable perspective to any group or situation. In this course you will learn about the habits and the brain functions of an introvert, the wonderful talents that the introverts have and some useful self-care tips for introverts. What are the best things about introverts, from an extrovert's point of view? They feel happy at home. No constant urge to meet new people and make friends. They think before they act, giving introverts the benefit of making less mistakes. As they talk less and think more, their imagination is high. Spending time with yourself with ease is the best quality you can have. No sad faces due to solitude. Less conversations on phone, less bills. They can develop and learn new skills in the time they spend alone. Less friends but best friends. Patient. They don’t express much but their love for the people they care is deeper.
Download or read book The Golden Cub Commeth Who Holds the Power Volume 2 written by Furious and published by Lulu.com. This book was released on 2019-12-21 with total page 472 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the previous story(Who Holds the Power), Ivan Thompson a resourceful working-middle class youngster emerged from his shell wrecking havoc on all who has forever, mocked, ridiculed and of course bullied him. As a result dozens of egos were destroyed outright. However despite his ever increasing victories among them the heart of a recent newcomer from Atlanta as well as unlikely rival turned allies, an unlikely opponent and potential adversary watches Ivan's every move. Will Ivan prevail against this particular opponent? Or will he face a humiliating defeat? THE JOURNEY CONTINUES......
Download or read book Official Gazette of the United States Patent and Trademark Office written by and published by . This book was released on 2004 with total page 1300 pages. Available in PDF, EPUB and Kindle. Book excerpt: