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Book A Guide to Japanese Role Playing Games

Download or read book A Guide to Japanese Role Playing Games written by Bitmap Books and published by . This book was released on 2021-10-25 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Role Playing Game Studies

Download or read book Role Playing Game Studies written by Sebastian Deterding and published by Routledge. This book was released on 2018-04-17 with total page 905 pages. Available in PDF, EPUB and Kindle. Book excerpt: This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.

Book Video Game Spaces

Download or read book Video Game Spaces written by Michael Nitsche and published by MIT Press. This book was released on 2008-12-05 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

Book Vintage Games 2 0

    Book Details:
  • Author : Matt Barton
  • Publisher : CRC Press
  • Release : 2019-05-08
  • ISBN : 1000000923
  • Pages : 374 pages

Download or read book Vintage Games 2 0 written by Matt Barton and published by CRC Press. This book was released on 2019-05-08 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt: Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

Book Advances in Computer Entertainment

Download or read book Advances in Computer Entertainment written by Anton Nijholt and published by Springer. This book was released on 2012-10-12 with total page 620 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture and 35 extended abstracts were carefully reviewed and selected from a total of 140 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.

Book Convergence Culture

Download or read book Convergence Culture written by Henry Jenkins and published by NYU Press. This book was released on 2008-09 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: “What the future fortunes of [Gramsci’s] writings will be, we cannot know. However, his permanence is already sufficiently sure, and justifies the historical study of his international reception. The present collection of studies is an indispensable foundation for this.” —Eric Hobsbawm, from the preface Antonio Gramsci is a giant of Marxian thought and one of the world's greatest cultural critics. Antonio A. Santucci is perhaps the world's preeminent Gramsci scholar. Monthly Review Press is proud to publish, for the first time in English, Santucci’s masterful intellectual biography of the great Sardinian scholar and revolutionary. Gramscian terms such as “civil society” and “hegemony” are much used in everyday political discourse. Santucci warns us, however, that these words have been appropriated by both radicals and conservatives for contemporary and often self-serving ends that often have nothing to do with Gramsci’s purposes in developing them. Rather what we must do, and what Santucci illustrates time and again in his dissection of Gramsci’s writings, is absorb Gramsci’s methods. These can be summed up as the suspicion of “grand explanatory schemes,” the unity of theory and practice, and a focus on the details of everyday life. With respect to the last of these, Joseph Buttigieg says in his Nota: “Gramsci did not set out to explain historical reality armed with some full-fledged concept, such as hegemony; rather, he examined the minutiae of concrete social, economic, cultural, and political relations as they are lived in by individuals in their specific historical circumstances and, gradually, he acquired an increasingly complex understanding of how hegemony operates in many diverse ways and under many aspects within the capillaries of society.” The rigor of Santucci’s examination of Gramsci’s life and work matches that of the seminal thought of the master himself. Readers will be enlightened and inspired by every page.

Book Making Young Voters

Download or read book Making Young Voters written by John B. Holbein and published by Cambridge University Press. This book was released on 2020-02-20 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt: The solution to youth voter turnout requires focus on helping young people follow through on their political interests and intentions.

Book Templar

    Book Details:
  • Author : Jordan Mechner
  • Publisher : Macmillan
  • Release : 2013-07-09
  • ISBN : 1596433930
  • Pages : 482 pages

Download or read book Templar written by Jordan Mechner and published by Macmillan. This book was released on 2013-07-09 with total page 482 pages. Available in PDF, EPUB and Kindle. Book excerpt: After the king of France and the pope massacre the Templars and steal their treasure, Martin assembles a small band of surviving Templars to retrieve the stolen treasure from under the king's nose.

Book Digital Generations

    Book Details:
  • Author : David Buckingham
  • Publisher : Routledge
  • Release : 2013-10-18
  • ISBN : 1136683623
  • Pages : 314 pages

Download or read book Digital Generations written by David Buckingham and published by Routledge. This book was released on 2013-10-18 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer games, the Internet, and other new communications media are often seen to pose threats and dangers to young people, but they also provide new opportunities for creativity and self-determination. As we start to look beyond the immediate hopes and fears that new technologies often provoke, there is a growing need for in-depth empirical research. Digital Generations presents a range of exciting and challenging new work on children, young people, and new digital media. The book is organized around four key themes: Play and Gaming, The Internet, Identities and Communities Online, and Learning and Education. The book brings together researchers from a range of academic disciplines – including media and cultural studies, anthropology, sociology, psychology and education – and will be of interest to a wide readership of researchers, students, practitioners in digital media, and educators.

Book Solomon s Thieves

Download or read book Solomon s Thieves written by Jordan Mechner and published by Macmillan. This book was released on 2010-05-11 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: In fourteenth-century France, when a royal conspiracy destroys the Templar Order for its treasure, Martin--a Templar Knight returning from the Crusades--finds himself one of the only Templars out of prison and attempts to steal the treasure.

Book 100 Great Businesses and the Minds Behind Them

Download or read book 100 Great Businesses and the Minds Behind Them written by Emily Ross and published by Random House Australia. This book was released on 2007 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: This fully revised and updated edition provides an up-to-the-minute look at a diverse collection of people, their businesses and how they make their enterprises work.

Book The Tao Is Silent

    Book Details:
  • Author : Raymond M. Smullyan
  • Publisher : Harper Collins
  • Release : 2013-03-05
  • ISBN : 0062281410
  • Pages : 303 pages

Download or read book The Tao Is Silent written by Raymond M. Smullyan and published by Harper Collins. This book was released on 2013-03-05 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Tao Is Silent Is Raymond Smullyan's beguiling and whimsical guide to the meaning and value of eastern philosophy to westerners. "To me," Writes Smullyan, "Taoism means a state of inner serenity combined with an intense aesthetic awareness. Neither alone is adequate; a purely passive serenity is kind of dull, and an anxiety-ridden awareness is not very appealing." This is more than a book on Chinese philosophy. It is a series of ideas inspired by Taoism that treats a wide variety of subjects about life in general. Smullyan sees the Taoist as "one who is not so much in search of something he hasn't, but who is enjoying what he has." Readers will be charmed and inspired by this witty, sophisticated, yet deeply religious author, whether he is discussing gardening, dogs, the art of napping, or computers who dream that they're human.

Book Metagaming

    Book Details:
  • Author : Stephanie Boluk
  • Publisher : U of Minnesota Press
  • Release : 2017-04-04
  • ISBN : 145295416X
  • Pages : 422 pages

Download or read book Metagaming written by Stephanie Boluk and published by U of Minnesota Press. This book was released on 2017-04-04 with total page 422 pages. Available in PDF, EPUB and Kindle. Book excerpt: The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.

Book Deviant Leisure

    Book Details:
  • Author : Thomas Raymen
  • Publisher : Springer Nature
  • Release : 2019-09-28
  • ISBN : 303017736X
  • Pages : 439 pages

Download or read book Deviant Leisure written by Thomas Raymen and published by Springer Nature. This book was released on 2019-09-28 with total page 439 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book brings together a collection of critical essays that challenge the existing dogma of leisure as an unmitigated social good, in order to examine the commodification and marketisation of leisure across a number of key sites. Leisure and consumer culture have become symbolic of the individual freedoms of liberal society, ostensibly presenting individuals with the opportunity to display individual creativity, cultural competence and taste. This book problematizes these assertions, and considers the range of harms that emerge in a consumer society predicated upon intense individualism and symbolic competition. Approaching the field of commodified leisure through the lens of social harm, this collection of essays pushes far beyond criminology’s traditional interest in ‘deviant’ forms of leisure, to consider the normalized social, interpersonal and environmental harms that emerge at the intersection of leisure and consumer capitalism. Capturing the current vitality and interdisciplinary scope of recent work which is underpinned by the deviant leisure perspective, this collection uses case studies, original research and other forms of empirical enquiry to scrutinise activities that range from alcohol consumption and gambling, to charity tourism; CrossFit training; and cosmetic pharmaceuticals. Drawn from researchers across the UK, US, Europe and Australia, Deviant Leisure: Criminological Perspectives on Leisure and Harm represents the first systematic attempt at a criminological consideration of the global harms of the leisure industry; firmly establishing leisure as a subject of serious criminological importance.

Book The Making of Prince of Persia

Download or read book The Making of Prince of Persia written by Jordan Mechner and published by . This book was released on 2020-03-26 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt: The creator of one of the most innovative and best-selling video games of all time gives an unvarnished look into the process in this one-of-a-kind compilation. Before Prince of Persia was a best-selling video game franchise and a Disney movie, it was an Apple II computer game created and programmed by one person, Jordan Mechner. Mechner's candid and revealing journals from the time capture the journey from his parents’ basement to the forefront of the fast-growing 1980s video game industry... and the creative, technical, and personal struggles that brought the prince into being and ultimately into the homes of millions of people worldwide. Now, on the 30th anniversary of Prince of Persia’s release, Mechner looks back at the journals he kept from 1985 to 1993, offering new insights into the game that established him as a pioneer of cinematic storytelling in the industry. This beautifully illustrated and annotated collector’s edition includes: 300 pages of Jordan’s original journals, Present-day margin notations by Jordan adding explanation, context, and affectionate cartoons of real-life characters, Archival visuals illustrating the stages of the game’s creation, Work-in-progress sketches, rotoscoped animation, screen shots, interface design, memos, and more, A full-color 32-page "Legacy" section in which Jordan and fans share Prince of Persia memories from the past 30 years, including the Ubisoft games and Disney movie. The Making of Prince of Persia is both a tribute to a timeless classic, and an indelible look at the creative process that will resonate with retro-gaming fans, game developers, and writers, artists, and creators of all stripes.

Book The Nasty  terrible  T KID 170

Download or read book The Nasty terrible T KID 170 written by Julius Cavero and published by . This book was released on 2005 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The life story of graffiti writer T-Kid 170 from gang member to style mentor for urban youth. At the age of 16 Julius Cavero was shot three times in a gang shoot out in a park. He only just survived, and while lying in hospital with little else to do he began to draw, and it was there that he chose to become T-Kid 170. He grew up in the golden age of hip hop and became one of the leading figures in the emerging New York graffiti scene. His work was also reproduced in the seminal Subway Art and he was soon an international star. This is the uncensored Bronx hip hop story.

Book Children s Journeys Through the Information Age

Download or read book Children s Journeys Through the Information Age written by Sandra L. Calvert and published by McGraw-Hill Humanities, Social Sciences & World Languages. This book was released on 1999 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: On Gender Constancy -- Social Cognitive Theory -- Gender Roles and Television Content -- Social Cognitive Theory and Computer Interactions -- 4. Black and White Media Images -- Content Analyses of Minority Portrayals -- Number of Ethnic Minority Television Characters -- Television Roles of Ethnic Minority Characters -- Theoretical Lens for Predicting Ethnic Portrayal Effects -- Effects of Racial Television Portrayals on Children -- Schema Theory: Constructing Beliefs about the Races -- Social Cognitive Theory: Role Models for Children -- Drench Hypothesis: Assessing the Value of a Few Nonstereotyped Media Images -- Cultivation Theory: Cultivating Racial Beliefs -- Summary of the Theoretical Findings -- Influence of New Technologies -- 5. Green Media Images: The Color of Money -- Content Analyses of Children's Advertisements -- Commercial Selling Techniques -- Theoretical Models in Relation to Advertising --^ Impact of Advertising on Children -- Attention to Advertisements -- Product Recognition -- Comprehension of Commercial Intent -- Behavioral Effects: Product Requests and Purchasing Patterns -- Deceptive Practices in Children's Advertisements -- Consumer Education Programs -- Commercial Advertising Practices on the Internet -- Violating Children's Right to Privacy -- Unfair and Deceptive Advertising Practices -- Solutions to Internet Commercial Issues -- 6. Media, Public Policy, and Government Regulation -- Structural Aspects of the Television Industry -- Financial Base of Television Programs -- Government Regulation of Television Content and Advertisements -- Impact of the Children's Television Act on Children's Programs -- Educational and Informational Programming -- Three-Hour Rule -- Advertising Regulations -- Parent Advisories and Program Ratings -- Roadblocks to Quality Television Programs --^ Creating A Market for Quality Television Programs.