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EBookClubs

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Book Video Game Audio

Download or read book Video Game Audio written by Christopher Hopkins and published by McFarland. This book was released on 2022-08-17 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the one-bit beeps of Pong to the 3D audio of PlayStation 5, this book examines historical trends in video game sound and music. A range of game systems sold in North America, Europe and Japan are evaluated by their audio capabilities and industry competition. Technical fine points are explored, including synthesized v. sampled sound, pre-recorded v. dynamic audio, backward compatibility, discrete and multifunctional soundchips, storage media, audio programming documentation, and analog v. digital outputs. A timeline chronicles significant developments in video game sound for PC, NES, Dreamcast, Xbox, Wii, Game Boy, PSP, iOS and Android devices and many others.

Book Understanding Game Scoring

Download or read book Understanding Game Scoring written by Mack Enns and published by CRC Press. This book was released on 2021-11-21 with total page 187 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.

Book Theories of Crime Through Popular Culture

Download or read book Theories of Crime Through Popular Culture written by Sarah E. Daly and published by Springer Nature. This book was released on 2020-11-25 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: This textbook brings criminology theories to life through a wide range of popular works in film, television and video games including 13 Reasons Why, Game of Thrones, The Office, and Super Mario Bros, from a variety of contributors. It serves as an engaging and creative introduction to both traditional and modern theories by applying them to more accessible, non-criminal justice settings. It helps students to think more broadly like critical criminologists and to identify these theories in everyday life and modern culture. It encourages them to continue their learning outside of the classroom and includes discussion questions following each chapter. The chapters use extracts from the original works and support the assertions with research and commentary. This textbook will help engage students in the basics of criminology theory from the outset.

Book Energize Education through Open Source

Download or read book Energize Education through Open Source written by Christopher Whittum, M.Ed. and published by LULU Publishing. This book was released on 2013-11 with total page 147 pages. Available in PDF, EPUB and Kindle. Book excerpt: For many schools in today's economy, money is tight, and costs must be closely monitored. With this in mind, there is one area where educators can save: free, open source software. In Energize Education through Open Source, Christopher D. Whittum explains the ins and outs of a huge repository of educational and productivity software that is available and open source. Filled with practical examples, this guide shares how this software and hardware can be obtained, provides suggestions for integrating it, and shows how schools can find the options that work best for their students and teachers. Whittum, who has worked with computers for more than thirty years, addresses and explains the Linux operating system, discusses how the open source products can be integrated into existing curricula, and provides suggestions for applications that could serve as aids to learning. Energize Education Through Open Source provides a feasible technology solution for schools facing financial barriers.

Book Tomb Raiders and Space Invaders

Download or read book Tomb Raiders and Space Invaders written by Geoff King and published by Bloomsbury Publishing. This book was released on 2005-10-28 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first in the field to focus on the key aspects of videogames themselves as a distinctive medium, this is a rich and original read for gamers as well as students and researchers of popular culture internationally, which reviews the passionate gamer/game relationship viz all types of games from "Doom" to "EverQuest". Videogames now rival Hollywood cinema in popularity and profits and there are huge followings for titles such as "Tomb Raider" or "The Sims". Exactly what games offer, however, as a distinct form of entertainment, has received scant attention. This book is a valuable contribution to this new field. Its main focus is on key formal aspects of games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Issues examined in detail include the characteristics of gameplay and its relationship with narrative, genre, virtual landscapes, realism, spectacle and sensation. Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture.

Book An Introduction to Game Studies

Download or read book An Introduction to Game Studies written by Frans Mäyrä and published by SAGE. This book was released on 2008-02-18 with total page 415 pages. Available in PDF, EPUB and Kindle. Book excerpt: An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

Book 366 Days

    Book Details:
  • Author : Scott Allsop
  • Publisher : L & E Books
  • Release : 2016-11-14
  • ISBN : 0995680914
  • Pages : 418 pages

Download or read book 366 Days written by Scott Allsop and published by L & E Books. This book was released on 2016-11-14 with total page 418 pages. Available in PDF, EPUB and Kindle. Book excerpt: Stretching from Ancient Rome to the World Wide Web and from the Danelaw to the Cold War, 366 Days is an engaging and entertaining chronicle of the highs and lows of world history. Whether it heralded a world-changing new discovery, the assassination of a leading politician, or a cow flying in a plane, this collection of true stories and trivia from world history proves that there is always something to be remembered 'on this day'. Each historical account has been painstakingly researched to clearly explain its causes, course and consequences. Scott Allsop is an award-winning history teacher and host of an iTunes Top-100 history podcast. He has drawn on over a decade’s worth of teaching experience in the UK, Egypt and Romania to compile this fascinating and accessible daily guide to some of the most compelling historical events that have shaped today’s world.

Book Obstacles   Bring  Em

Download or read book Obstacles Bring Em written by Maria Federici (Doyle) and published by Xlibris Corporation. This book was released on 2013-07 with total page 102 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the story of Maria Federici (Doyle), a young woman whose life changed on a February night in 2004. Late in the evening, she was coming home late from work when on a trailer, a good distance in front of her, an item of unsecured furniture fell off and broke apart, sending a large piece of particle board catapulting through her windshield, striking her in the head causing massive brain and head injuries as well as complete blindness. This is Maria's (as well as family, friends and medical professionals) story of survival, recovery and a rebuilding of life by taking some of the most challenging obstacles and learning to overcome them.

Book Game Feel

    Book Details:
  • Author : Steve Swink
  • Publisher : CRC Press
  • Release : 2008-10-13
  • ISBN : 1482267330
  • Pages : 377 pages

Download or read book Game Feel written by Steve Swink and published by CRC Press. This book was released on 2008-10-13 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe

Book Videogames

    Book Details:
  • Author : James Newman
  • Publisher : Routledge
  • Release : 2004-07-31
  • ISBN : 1134460430
  • Pages : 209 pages

Download or read book Videogames written by James Newman and published by Routledge. This book was released on 2004-07-31 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog are familiar even to those who've never been near a games console. Topics covered include: What is a videogame? Why study videogames? a brief history of videogames, from Pac-Man to Pokémon the videogame industry Who plays videogames? Are videogames bad for you? the narrative structure of videogames the future of videogames

Book The Aesthetics of Virtual Reality

Download or read book The Aesthetics of Virtual Reality written by Grant Tavinor and published by Routledge. This book was released on 2021-09-30 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies.

Book Videogames and Agency

Download or read book Videogames and Agency written by Bettina Bódi and published by Taylor & Francis. This book was released on 2022-12-30 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.

Book Catalog of Copyright Entries

Download or read book Catalog of Copyright Entries written by Library of Congress. Copyright Office and published by . This book was released on 1977 with total page 1730 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Changing Face of Alterity

Download or read book The Changing Face of Alterity written by David J. Gunkel and published by Rowman & Littlefield. This book was released on 2016-10-20 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Addressing a challenge and opportunity that is definitive of life in the 21st century, this book provides a range of possible solutions that serve to motivate and structure future research and debate around the concept of 'the other' in communication.

Book Play Therapy and Asperger s Syndrome

Download or read book Play Therapy and Asperger s Syndrome written by Kevin B. Hull and published by Jason Aronson. This book was released on 2011 with total page 175 pages. Available in PDF, EPUB and Kindle. Book excerpt: Play Therapy and Asperger's Syndrome: Helping Children and Adolescents Grow, Connect, and Heal Through the Art of Play discusses play therapy techniques for children and adolescents diagnosed with Asperger's syndrome in a simple, clear manner. It is designed to help mental hea...

Book 101 Ways to Get Lice  A Remedy to Society s Little Parasites

Download or read book 101 Ways to Get Lice A Remedy to Society s Little Parasites written by Alex Greenfelder and published by Lulu.com. This book was released on 2014-05-22 with total page 115 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do you ever notice people browsing the clearance rack at Nordstrom that look like they just finished a vigorous cross-fit session at the gym? Do you see people putting 89-octane fuel in their 1995 Ford Taurus wagons instead of regular 87-octane? Do you remember that lady holding up the express lane at Wal-Mart because she was digging through her purse for the exact change, even though she had a debit card in her wallet? If you have seen your fellow man, or woman, doing any of these things, or things of equivalent foolishness, and wondered what happens to such individuals, then this book provides the answer. They get lice.

Book Representations of Poverty in Videogames

Download or read book Representations of Poverty in Videogames written by Adam Crowley and published by Springer Nature. This book was released on 2022-05-31 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book argues that videogames address contemporary, middle-class anxieties about poverty in the United States. The early chapters consider gaming as a modern form of slumming and explore the ways in which titles like The Elder Scrolls V: Skyrim and World of Warcraft thematize poverty. The argument turns to the field of literary studies to identify analytical frameworks for addressing and understanding these themes. Throughout, the book considers how the academic area of inquiry known as game studies has developed over time, and makes use of such scholarship to present, frame, and value its major claims and findings. In its conclusion, the book models how poverty themes might be identified and associated for the purpose of gaining greater insights into how games can shape, and also be shaped by, the player’s economic expectations.