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Book The Nostalgia Nerd s Retro Tech

Download or read book The Nostalgia Nerd s Retro Tech written by Peter Leigh and published by Ilex Press. This book was released on 2018-11-06 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: YouTube's most successful purveyor of computer nostalgia brings those stories to print. This book celebrates the most exciting period in the history of technology - the arrival of the home computer and home gaming console. For a time, an exciting and ever-changing array of different companies fought for supremacy, leaving a lasting legacy of great gameplay and surreal design we'll never experience again. Features screenshots of nostalgic games that will bring joy to the heart of anyone who grew up in the 80s or early 90s, alongside stunning studio photography of the computers that imprinted themselves on a generation's minds

Book GameTek

    Book Details:
  • Author : Geoffrey Engelstein
  • Publisher : HarperCollins
  • Release : 2019-02-01
  • ISBN : 1460711122
  • Pages : 193 pages

Download or read book GameTek written by Geoffrey Engelstein and published by HarperCollins. This book was released on 2019-02-01 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: What games can teach us about life, the universe and ourselves. If you shuffle a deck of cards what are the odds that the sequence is unique? What is the connection between dice, platonic solids and Newton's theory of gravity? What is more random: a dice tower or a number generator? Can you actually employ a strategy for a game as basic as Rock-Paper-Scissors? These are all questions that are thrown up in games and life. Games involve chance, choice, competition, innovation, randomness, memory, stand-offs and paradoxes - aspects that designers manipulate to make a game interesting, fun and addictive, and players try to master for enjoyment and winning. But they also provide a fascinating way for us to explore our world; to understand how our minds tick, our numbers add up, and our laws of physics work. This is a book that tackles the big questions of life through the little questions of games. With short chapters on everything from memory games to the Prisoner's Dilemma, to Goedel's theorems, GameTek is fascinating reading anyone for who wants to explore the world from a new perspective - and a must-read book for serious designers and players. PRAISE 'Math, physics, psychology and all the other stuff you didn't even realise you were using while playing board games! Dr E has opened the door to the game under the game in fascinating, fun detail. Now you have NO reason to ever lose again! Rock!' Tommy Dean, board-gamer and stand-up comic

Book Starfinder RPG  Tech Revolution

Download or read book Starfinder RPG Tech Revolution written by Paizo Publishing and published by . This book was released on 2021-09-07 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: Command the galaxy's cutting-edge technologies so sophisticated that they rival magic itself! Outfit yourself with the latest and greatest new weapons, armor, and other gear, from high-power explosives to alien relics that surpass conventional science. Or incorporate technologies directly into yourself, whether you're installing advanced cybernetic augmentations or playing Starfinder's newest class: the nanocyte, whose body hosts an army of robotic nanites that obey her commands! Outrace the speediest threats by customizing your own space-age vehicles, and overcome even the toughest foes by piloting powerful battle robots using the all-new mech combat system! Seize the future with additional options for every class and articles exploring every aspect of science-fantasy tech from advertising and music to virtual intelligences and security systems. Join in the Starfinder Tech Revolution!

Book eCulture

    Book Details:
  • Author : Alfredo M. Ronchi
  • Publisher : Springer Science & Business Media
  • Release : 2009-03-10
  • ISBN : 3540752765
  • Pages : 465 pages

Download or read book eCulture written by Alfredo M. Ronchi and published by Springer Science & Business Media. This book was released on 2009-03-10 with total page 465 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do virtual museums really provide added value to end-users, or do they just contribute to the abundance of images? Does the World Wide Web save endangered cultural heritage, or does it foster a society with less variety? These and other related questions are raised and answered in this book, the result of a long path across the digital heritage landscape. It provides a comprehensive view on issues and achievements in digital collections and cultural content.

Book The Video Game Debate

Download or read book The Video Game Debate written by Rachel Kowert and published by Routledge. This book was released on 2015-08-27 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.

Book Get in the Game

Download or read book Get in the Game written by Jonathan Stringfield and published by John Wiley & Sons. This book was released on 2022-07-26 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies, decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment.

Book Final Fantasy I

    Book Details:
  • Author :
  • Publisher : PediaPress
  • Release :
  • ISBN :
  • Pages : 105 pages

Download or read book Final Fantasy I written by and published by PediaPress. This book was released on with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Gaming the Iron Curtain

Download or read book Gaming the Iron Curtain written by Jaroslav Svelch and published by MIT Press. This book was released on 2018-12-25 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: How amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Aside from the exceptional history of Tetris, very little is known about gaming culture behind the Iron Curtain. But despite the scarcity of home computers and the absence of hardware and software markets, Czechoslovakia hosted a remarkably active DIY microcomputer scene in the 1980s, producing more than two hundred games that were by turns creative, inventive, and politically subversive. In Gaming the Iron Curtain, Jaroslav Švelch offers the first social history of gaming and game design in 1980s Czechoslovakia, and the first book-length treatment of computer gaming in any country of the Soviet bloc. Švelch describes how amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Sheltered in state-supported computer clubs, local programmers fashioned games into a medium of expression that, unlike television or the press, was neither regulated nor censored. In the final years of Communist rule, Czechoslovak programmers were among the first in the world to make activist games about current political events, anticipating trends observed decades later in independent or experimental titles. Drawing from extensive interviews as well as political, economic, and social history, Gaming the Iron Curtain tells a compelling tale of gaming the system, introducing us to individuals who used their ingenuity to be active, be creative, and be heard.

Book The Video Games Textbook

Download or read book The Video Games Textbook written by Brian J. Wardyga and published by CRC Press. This book was released on 2018-08-06 with total page 806 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market

Book Average Joe

    Book Details:
  • Author : Shawn Livermore
  • Publisher : John Wiley & Sons
  • Release : 2020-09-09
  • ISBN : 111961905X
  • Pages : 480 pages

Download or read book Average Joe written by Shawn Livermore and published by John Wiley & Sons. This book was released on 2020-09-09 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book covers numerous tech entrepreneurial founders and software developers, and the exciting brands or products that they created. It goes deep on a handful of them, narrowly divulging exactly how a few software developers and startup founders created breakthrough tech products like Gmail, Dropbox, Ring, Snapchat, Bitcoin, Groupon, and more. It highlights and unpacks the general hero-worship that the media and our own minds practice about tech founders and tech entrepreneurs. This idealization of tech success can create a paradox, preventing average tech professionals from their own successful journeys. This book provides hard evidence that anyone in tech can create, and anyone on the peripheral of tech can break through to the center where innovation, creativity, and opportunity meet. The anecdotes, stories, evidence, facts, arguments, logic, principles, and techniques provided in this book have helped individuals and businesses engage in slow creation cycles, improve the morale of their development teams, and increased their delivery potential of their technology solutions overall. Average Joe covers: Genius - The systematic deconstruction and debunking of the commonly held assumptions in the tech industry around supreme intelligence, and how that intelligence has been worshipped and sought after, despite the facts. Slow Creation - How to force-manufacture creative ideation. How conscious and subconscious cycles of patterns, details, and secrets can lead to breakthrough innovations, and how those P.D.S. cycles, and systematic mental grappling, can be conjured and repeated on a regular basis. Little-C Creativity - The conscious and miniature moments of epiphany that leak into our active P.D.S. cycles of Slow Creation. Flow - Why it's great, but also - why it's completely unreliable and unnecessary. How to perpetually innovate without relying on a flow state. Team Installation - How teams and companies can engage their employees in Slow Creation to unlock dormant ideas, stir up creative endeavors, and jumpstart fragile ideas into working products. User Manipulation - How tech products are super-charged with tricks, secret techniques, and neural transmitters like Dopamine, Oxytocin, and Cortisol; how those products leverage cognitive mechanisms and psychological techniques to force user adoption and user behaviors. Contrarianism - How oppositional and backward-thinking leaders create brand-new categories and the products which dominate those categories. Showmanship - How tech players have presented their ideas to the world, conjured up magic, manufactured mystique, and presented compelling stories that have captured their audiences. Sustainable Mystique Triad – A simple model for capturing audiences consistently without relying on hype and hustle.

Book StarCraft

    Book Details:
  • Author :
  • Publisher : PediaPress
  • Release :
  • ISBN :
  • Pages : 141 pages

Download or read book StarCraft written by and published by PediaPress. This book was released on with total page 141 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Unwired

    Book Details:
  • Author : Gaia Bernstein
  • Publisher : Cambridge University Press
  • Release : 2023-03-28
  • ISBN : 1009257935
  • Pages : 249 pages

Download or read book Unwired written by Gaia Bernstein and published by Cambridge University Press. This book was released on 2023-03-28 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offers a novel solution to technology addiction through legal action to pressure the technology industry to re-design its products.

Book Gaming and Gamers in Times of Pandemic

Download or read book Gaming and Gamers in Times of Pandemic written by Piotr Siuda and published by Bloomsbury Publishing USA. This book was released on 2024-01-11 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.

Book Vintage Games

    Book Details:
  • Author : Bill Loguidice
  • Publisher : CRC Press
  • Release : 2012-08-21
  • ISBN : 1136137580
  • Pages : 409 pages

Download or read book Vintage Games written by Bill Loguidice and published by CRC Press. This book was released on 2012-08-21 with total page 409 pages. Available in PDF, EPUB and Kindle. Book excerpt: Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

Book Internet Gaming Disorder

Download or read book Internet Gaming Disorder written by Daniel King and published by Academic Press. This book was released on 2018-07-18 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches. Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction Provides screening approaches for measuring excessive gaming Details a structured clinical interview approach for assessing gaming disorder Provides evidence-based clinical strategies for prevention and treatment Covers cognitive behavioral therapy and harm reduction strategies

Book The Very Best Bad Idea

Download or read book The Very Best Bad Idea written by Kirk Westwood and published by New Degree Press. This book was released on 2020-04-09 with total page 227 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do you like to be wrong? Shouldn’t you? Why do you think “wrong” is “bad”? In The Very Best Bad Idea, Kirk Westwood steamrolls the long-held premise that right is good and wrong is bad. He paves the way to give anyone who sees situations differently the permission to be proud of their brilliantly unbridled “bad ideas.” In this book, you'll learn about: -- The History of Thinking, and how we might be wired incorrectly for the society we live in today. -- An in depth analysis of popular cliches like “don’t reinvent the wheel” and “build a better mousetrap” and why we might need to “make friends with the mouse”. -- Why people should start embracing their unique views of the world as they are the true genesis of innovation and creativity. And so much more! This book speaks to the entrepreneurs, the creatives, the innovators, and the outcasts as they seek out the secret to conquering innovation. It’s an unconventional look at a conventional problem. If you’re ready to release the “Kreative” and embrace your individual perspective, get ready for the The Very Best Bad Idea.

Book WEB 3 0 THE FUTURE OF OUR WORLD

Download or read book WEB 3 0 THE FUTURE OF OUR WORLD written by Krishna Jadhav and published by Krishna Jadhav. This book was released on 2024-09-04 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: Web 3.0 is the next generation of the internet, powered by blockchain technology. It promises to be more decentralized, secire, and transparent that web 2.0. In this book, you will learn about the sky features of web 3.0, how it will change the way we use the internet, and the challenges that tie ahead.