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EBookClubs

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Book Quake 4 Mods For Dummies

Download or read book Quake 4 Mods For Dummies written by Erik Guilfoyle and published by John Wiley & Sons. This book was released on 2006-07-14 with total page 411 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rather than starting from scratch, would-be game developers can take advantage of freely available 3D game engines so that they can focus on the fun part-creating the game-rather than first creating the technology necessary to create the game. Mods alter the way a game is played, whether it means adding a new weapon, adding a whole new level to play, or even changing the rules of the game. This book contains step-by-step instruction for those interested in using id Software's Quake game engine to create modifications to the game. Covers installing the editor, thinking up an initial mod, making.

Book Half Life 2 Mods For Dummies

Download or read book Half Life 2 Mods For Dummies written by Erik Guilfoyle and published by John Wiley & Sons. This book was released on 2007-01-29 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: Modify gameplay, add textures, and integrate amazing effects Develop intense environments, then share your design with players online How cool would it be to build your own levels and customized weapons for Half-Life 2? This book will get you ready to mod so you can enjoy the ultimate gaming experience. You'll find out how to create your own maps, strategically place high-tech military equipment, and modify your levels for smoother play. All this on the bonus CD-ROM Samples from the book A video walk-through of your first mod Adobe(r) Photoshop(r) CS2 tryout version NormalMapGenerator and Compressonator by ATI Technologies, Inc. Packrat version 0.95 for Half-Life 2 and Adobe Photoshop Normal Map and DDS Authoring Plugins For details and complete system requirements, see the CD-ROM appendix. Discover how to Design maps and playing levels Load your creation into the game Expand your map with additions Include armor and weapons Distribute levels on the Web Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

Book Audiovisual Translation and Media Accessibility at the Crossroads

Download or read book Audiovisual Translation and Media Accessibility at the Crossroads written by and published by BRILL. This book was released on 2012-01-01 with total page 439 pages. Available in PDF, EPUB and Kindle. Book excerpt: This third volume in the Media for All series offers a diverse selection of articles which bear testimony to the vigour and versatility of research and developments in audiovisual translation and media accessibility. The collection reflects the critical impact of new technologies on AVT, media accessibility and consumer behaviour and shows the significant increase in collaborative and interdisciplinary research targeting changing consumer perceptions as well as quality issues. Complementing newcomers such as crowdsourcing and potentially universal emoticons, classical themes of AVT studies such as linguistic analyses and corpus-based research are featured. Prevalent throughout the volume is the impact of technology on both methodologies and content. The book will be of interest to researchers from a wide range of disciplines as well as audiovisual translators, lecturers, trainers and students, producers and developers working in the field of language and media accessibility.

Book A History of Competitive Gaming

Download or read book A History of Competitive Gaming written by Lu Zhouxiang and published by Routledge. This book was released on 2022-05-13 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.

Book The British National Bibliography

Download or read book The British National Bibliography written by Arthur James Wells and published by . This book was released on 2007 with total page 870 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Video Games Guide

Download or read book The Video Games Guide written by Matt Fox and published by McFarland. This book was released on 2012-12-01 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.

Book Game Preview

Download or read book Game Preview written by Nicolae Sfetcu and published by Nicolae Sfetcu. This book was released on 2014-05-04 with total page 825 pages. Available in PDF, EPUB and Kindle. Book excerpt: A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.

Book PC Gamer

Download or read book PC Gamer written by and published by . This book was released on 2008 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Video Game Explosion

Download or read book The Video Game Explosion written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2007-11-30 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.

Book Computer Gaming World

Download or read book Computer Gaming World written by and published by . This book was released on 2006 with total page 438 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Playing with Videogames

Download or read book Playing with Videogames written by James Newman and published by Routledge. This book was released on 2008-08-18 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.

Book Unstable Aesthetics

Download or read book Unstable Aesthetics written by Eddie Lohmeyer and published by Bloomsbury Publishing USA. This book was released on 2021-01-28 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: Throughout the 1990s, artists experimented with game engine technologies to disrupt our habitual relationships to video games. They hacked, glitched, and dismantled popular first-person shooters such as Doom (1993) and Quake (1996) to engage players in new kinds of embodied activity. In Unstable Aesthetics: Game Engines and the Strangeness of Art Modding, Eddie Lohmeyer investigates historical episodes of art modding practices-the alteration of a game system's existing code or hardware to generate abstract spaces-situated around a recent archaeology of the game engine: software for rendering two and three-dimensional gameworlds. The contemporary artists highlighted throughout this book-Cory Arcangel, JODI, Julian Oliver, Krista Hoefle, and Brent Watanabe, among others –- were attracted to the architectures of engines because they allowed them to explore vital relationships among abstraction, technology, and the body. Artists employed a range of modding techniques-hacking the ROM chips on Nintendo cartridges to produce experimental video, deconstructing source code to generate psychedelic glitch patterns, and collaging together surreal gameworlds-to intentionally dissect the engine's operations and unveil illusions of movement within algorithmic spaces. Through key moments in game engine history, Lohmeyer formulates a rich phenomenology of video games by focusing on the liminal spaces of interaction among system and body, or rather the strangeness of art modding.

Book Harvard Law Review  Volume 125  Number 3   January 2012

Download or read book Harvard Law Review Volume 125 Number 3 January 2012 written by Harvard Law Review and published by Quid Pro Books. This book was released on 2012-01-13 with total page 390 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Harvard Law Review is offered in a digital edition for ereaders, featuring active Table of Contents, linked footnotes and cross-references, legible tables, and proper ebook formatting. This issue is Jan. 2012, Volume 125, Number 3. Featured articles in this issue are from such recognized scholars as Rebecca Tushnet, reimagining copyright law for images instead of the usual frame of text and words, and Carol Steiker, reviewing David Garland's new book on capital punishment under the idea of contingency. Student contributions explore the law relating to conversion-modified video games, the Second Amendment and gun rights, patent law, environmental law, and extending the debt ceiling. Finally, the issue includes several Book Notes.

Book Game Mods  Design  Theory and Criticism

Download or read book Game Mods Design Theory and Criticism written by Erik Champion and published by Lulu.com. This book was released on 2013-01-01 with total page 202 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are games worthy of academic attention? Can they be used effectively in the classroom, in the research laboratory, as an innovative design tool, as a persuasive political weapon? Game Mods: Design Theory and Criticism aims to answer these and more questions. It features chapters by authors chosen from around the world, representing fields as diverse as architecture, ethnography, puppetry, cultural studies, music education, interaction design and industrial design. How can we design, play with and reflect on the contribution of game mods, related tools and techniques, to both game studies and to society as a whole?

Book Game Engine Black Book  DOOM

Download or read book Game Engine Black Book DOOM written by Fabien Sanglard and published by Software Wizards. This book was released on with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt: It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.

Book The Official Xbox Magazine

Download or read book The Official Xbox Magazine written by and published by . This book was released on 2009 with total page 414 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book WORLDBUILDING

    Book Details:
  • Author : Julia Stoschek Foundation
  • Publisher : Hatje Cantz Verlag
  • Release : 2024-08-06
  • ISBN : 3775757015
  • Pages : 178 pages

Download or read book WORLDBUILDING written by Julia Stoschek Foundation and published by Hatje Cantz Verlag. This book was released on 2024-08-06 with total page 178 pages. Available in PDF, EPUB and Kindle. Book excerpt: WORLDBUILDING: Gaming and Art in the Digital Age examines the relationship between gaming and time-based media art. It is the first transgenerational show of this scope to survey how contemporary artists world-wide are appropriating the aesthetics and technology of gaming as their form of expression. Commissioned by the Julia Stoschek Foundation and curated by Hans Ulrich Obrist, the exhibition features works by more than 50 artists, including Rebecca Allen, Cory Arcangel, LaTurbo Avedon, Meriem Bennani, Ian Cheng, Cao Fei, Harun Farocki, Porpentine Charity Heartscape, Pierre Huyghe, Rindon Johnson, KAWS, Sondra Perry, Jacolby Satterwhite, Sturtevant, and Suzanne Treister. This catalogue is conceptualized as a future standard reference in the field in close collaboration with Hans Ulrich Obrist. In addition to texts by contemporary theorists, curators, and critics on the individual works, a series of newly commissioned contributions will investigate various perspectives on the intersection of gaming and time-based media art. This playfully designed volume features rounded edges, a screen-printed PVC dust jacket and kiss-cut stickers showing a range of different digital avatars.