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Book Speedrun  The Unauthorised History of Sonic The Hedgehog

Download or read book Speedrun The Unauthorised History of Sonic The Hedgehog written by Julian Hazeldine and published by Lulu.com. This book was released on 2014 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: Sonic The Hedgehog was created to give Sega's Mega Drive a fighting chance against the market-dominating Nintendo. With Sega consoles now a distant memory, he's still running. But what gives the blue blur his staying power? Speedrun traces Sonic's entire history, from an artist's idle sketch to a multi-million pound videogame phenomenon. This book relives the highs; the hysteria of Sonic 2's-day and the dawn of the Dreamcast, and the lows; cancelled projects and Sega's near-bankruptcy. It also looks at the creative influences behind the hedgehog, and how a handful of minds have steered and directed his progress through the years. Whether your first adventure with Sonic was in the Green Hill Zone or on a smartphone, Speedrun is the definitive guide to gaming's fastest hero.

Book The History of Sonic the Hedgehog

Download or read book The History of Sonic the Hedgehog written by Marc Pétronille and published by Udon Entertainment. This book was released on 2014-01-21 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Relive the epic adventures of one of the most famous mascots in the history of video games-- Sonic!"--Page 4 of cover.

Book Sonic

    Book Details:
  • Author : Devra Newberger Speregen
  • Publisher :
  • Release : 2016
  • ISBN : 9781338033236
  • Pages : pages

Download or read book Sonic written by Devra Newberger Speregen and published by . This book was released on 2016 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Everyone loves playing the Sonic the Hedgehog games and watching him on TV. But how was Sonic created and which game did he first appear? This fascinating book explores Sonic's history -- from his simple beginnings to his rise to superstardom!

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 Keys to Play

    Book Details:
  • Author : Roger Moseley
  • Publisher : Univ of California Press
  • Release : 2016-10-28
  • ISBN : 0520291247
  • Pages : 468 pages

Download or read book Keys to Play written by Roger Moseley and published by Univ of California Press. This book was released on 2016-10-28 with total page 468 pages. Available in PDF, EPUB and Kindle. Book excerpt: A free ebook version of this title is available through Luminos, University of California Press’s Open Access publishing program for monographs. Visit www.luminosoa.org to learn more. How do keyboards make music playable? Drawing on theories of media, systems, and cultural techniques, Keys to Play spans Greek myth and contemporary Japanese digital games to chart a genealogy of musical play and its animation via improvisation, performance, and recreation. As a paradigmatic digital interface, the keyboard forms a field of play on which the book’s diverse objects of inquiry—from clavichords to PCs and eighteenth-century musical dice games to the latest rhythm-action titles—enter into analogical relations. Remapping the keyboard’s topography by way of Mozart and Super Mario, who head an expansive cast of historical and virtual actors, Keys to Play invites readers to unlock ludic dimensions of music that are at once old and new.

Book How to Play Video Games

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.

Book Monster Girl Encyclopedia II

Download or read book Monster Girl Encyclopedia II written by Kenkou Cross and published by National Geographic Books. This book was released on 2017-09-26 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The second volume of the ultimate guide to monster girls that took fandom by storm--for Mature fans only! The definitive source guide for the sexy monster girl genre! Told from the perspective of a wandering scholar of monsters, this tantalizing tome includes 100 gorgeous full-color illustrations of seductively dangerous monster girls. Replete with fascinating lore, elaborate bios, and intricate descriptions, this book has everything you ever wanted to know about monster girls, and more. From centaurs to succubi, from mermaids to slimes--if it’s a monster girl you seek, you will find her within these pages! This deluxe, large-trim hardcover with foil highlights is shrink-wrapped for Mature readers.

Book Moone Boy  The Blunder Years

Download or read book Moone Boy The Blunder Years written by Chris O'Dowd and published by Pan Macmillan. This book was released on 2014-10-16 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: Successful film and TV star, Chris O' Dowd, collaborates with friend and screenwriter Nick Vincent Murphy in Moone Boy: The Blunder Years, the first in this hilarious, illustrated series. Martin Moone is eleven and completely fed up with being the only boy in a family of girls. He's desperate for a decent wingman to help him navigate his idiotic life. So when best mate Padraic suggests Martin get an imaginary friend – or 'IF' for short – he decides to give it a go. His first attempt is Loopy Lou, a hyperactive goofball who loves writing rubbish rap songs. But Martin soon gets fed up with Lou's loopiness and decides to trade in his IF for someone a little less wacky. Enter Sean 'Caution' Murphy, an imaginary office clerk in a bad suit with a passion for laziness and a head full of dodgy jokes. Sean is full of tips and tricks to guide Martin through the perils of the playground, from dealing with his sisters' pranks to beating the bullying Bonner boys. But getting rid of Lou is not that easy, and having TWO imaginary friends is a recipe for trouble!

Book Stay Sonic

    Book Details:
  • Author : Mike Pattenden
  • Publisher :
  • Release : 1993-03-01
  • ISBN : 9780140903904
  • Pages : 91 pages

Download or read book Stay Sonic written by Mike Pattenden and published by . This book was released on 1993-03-01 with total page 91 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Creativity and Learning

Download or read book Creativity and Learning written by Beth A. Hennessey and published by NEA Professional Library. This book was released on 1987 with total page 36 pages. Available in PDF, EPUB and Kindle. Book excerpt: The pamphlet reviews research on creativity and applies it to the learning process. After discussing the definition and measurement of creativity, the components of creative performance are outlined, including domain-relevant skills, creativity-relevant skills, and intrinsic task motivation. Factors which destroy students' creativity are noted, such as having children work for an expected reward, setting up competitive situations, having children focus on expected evaluation, using plenty of surveillance, and setting up restricted-choice situations. Strategies for nurturing and encouraging intrinsic motivation and creativity in classroom settings are explored. A bibliography and a list of resources on thinking skills conclude the pamphlet. (PB)

Book Service Games  The Rise and Fall of SEGA

Download or read book Service Games The Rise and Fall of SEGA written by Sam Pettus and published by . This book was released on 2013-12-20 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart. Funded on Kickstarter.

Book Sonic the Hedgehog Encyclo speed ia

Download or read book Sonic the Hedgehog Encyclo speed ia written by Ian Flynn and published by Dark Horse Comics. This book was released on 2021-12-14 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: Celebrate Sonic the Hedgehog's 30th anniversary with a full-color hardcover historical retrospective that explores nearly every one of the blue speedster's video game appearances! Dive deep into the extensive lore and exhaustive detail of each game in Sonic's ever-expanding universe--from the beloved SEGA Genesis to the most bleeding-edge video game consoles. This tome leaves no stone unturned, showcasing in-depth looks at the characters, settings, and stories from each exciting installment! Dark Horse Books and SEGA present the Sonic the Hedgehog Encyclo-Speed-ia--a must-have volume for any fan of Sonic, young or old!

Book Gaming

    Book Details:
  • Author : Alexander R. Galloway
  • Publisher : U of Minnesota Press
  • Release : 2006-05-27
  • ISBN : 1452908680
  • Pages : 161 pages

Download or read book Gaming written by Alexander R. Galloway and published by U of Minnesota Press. This book was released on 2006-05-27 with total page 161 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.

Book Air Force Gator

    Book Details:
  • Author : Dan Ryckert
  • Publisher : Dan Ryckert
  • Release : 2012-11-13
  • ISBN : 0615728421
  • Pages : 153 pages

Download or read book Air Force Gator written by Dan Ryckert and published by Dan Ryckert. This book was released on 2012-11-13 with total page 153 pages. Available in PDF, EPUB and Kindle. Book excerpt: With a storied military pedigree and unmatched war record, Air Force Gator achieved worldwide fame and legendary status among his peers. After falling into a years-long depression fueled by booze and pills, the alligator pilot is inspired to clean up his act and return to action after the tragic events of September 11th. When a former partner goes off the grid and threatens to shake the foundations of the United States, Air Force Gator is forced to return from the Middle East to face him head-on. Can Air Force Gator stop his old partner Gustav, or will the dastardly crocodile's plan for a reptilian revolution succeed?

Book Starcraft  War Stories

    Book Details:
  • Author : Blizzard Entertainment
  • Publisher : Simon and Schuster
  • Release : 2014-07-21
  • ISBN : 1416550917
  • Pages : 632 pages

Download or read book Starcraft War Stories written by Blizzard Entertainment and published by Simon and Schuster. This book was released on 2014-07-21 with total page 632 pages. Available in PDF, EPUB and Kindle. Book excerpt: As the Swarm boils in chaotic uncertainty, Arcturus Mengsk has seized this opportunity to bolster his Dominion forces. He has gathered a seasoned team of scientists—the best terran minds in the Koprulu sector—to unravel the secrets of the savage zerg and the enigmatic protoss. Because in this brutal corner of the galaxy, the human race is going to need every chance it can get. Collected here for the first time is Blizzard Entertainment’s revolutionary Project Blackstone transmedia campaign. It is a compilation of tightly woven short stories, journals, emails, chats, and tweets from the research staff of a top-secret government facility dedicated to shedding light on the mysteries of this sector. More than a simple anthology, this volume is a target-rich environment of weapons data, exotic alien science, and faceted backstory—the lore foundations of the StarCraft universe. © 2014 Blizzard Entertainment, Inc. All Rights Reserved.

Book Virtual Cities

    Book Details:
  • Author : Konstantinos Dimopoulos
  • Publisher : Unbound Publishing
  • Release : 2020-11-12
  • ISBN : 1783528508
  • Pages : 257 pages

Download or read book Virtual Cities written by Konstantinos Dimopoulos and published by Unbound Publishing. This book was released on 2020-11-12 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.

Book The Video Game Quiz Book

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 128 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.