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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 Computer Gaming World

Download or read book Computer Gaming World written by and published by . This book was released on 2003 with total page 582 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Computer Gaming World s Why Won t This      Game Work

Download or read book Computer Gaming World s Why Won t This Game Work written by Denny Atkin and published by Bradygames. This book was released on 1997 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt: PC Gaming: Computer Gaming World's Instant Expert Guide covers everything new game players need to know, such as game genres, terminology, ratings, and new technology, as well as hardware needs, accessories, and how to troubleshoot the most common problems. The free CD includes hot game demos, such as Quake, Star Trek Generations and Command & Conquer Red Alert, which are attractive to avid players, but will also serve as a "try-before-you-buy" sampler for new gamers.

Book Raising the Stakes

Download or read book Raising the Stakes written by T. L. Taylor and published by MIT Press. This book was released on 2015-01-30 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.

Book Computer Gaming World  press Kit

Download or read book Computer Gaming World press Kit written by Ziff Davis Media. Game Group and published by . This book was released on 2004 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The First World War in Computer Games

Download or read book The First World War in Computer Games written by C. Kempshall and published by Springer. This book was released on 2015-05-15 with total page 135 pages. Available in PDF, EPUB and Kindle. Book excerpt: The First World War in Computer Games analyses the depiction of combat, the landscape of the trenches, and concepts of how the war ended through computer games. This book explores how computer games are at the forefront of new representations of the First World War.

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 2023-09-19 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 Computer Games

Download or read book Computer Games written by Blair Carter and published by Nova Publishers. This book was released on 2002 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.

Book Play Between Worlds

    Book Details:
  • Author : T. L. Taylor
  • Publisher : MIT Press
  • Release : 2009-02-13
  • ISBN : 0262250543
  • Pages : 206 pages

Download or read book Play Between Worlds written by T. L. Taylor and published by MIT Press. This book was released on 2009-02-13 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.

Book Gaming the System

    Book Details:
  • Author : David J. Gunkel
  • Publisher : Indiana University Press
  • Release : 2018-05-09
  • ISBN : 0253035732
  • Pages : 216 pages

Download or read book Gaming the System written by David J. Gunkel and published by Indiana University Press. This book was released on 2018-05-09 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: 1. This extremely multidisciplinary book engages descriptive and prescriptive methods of study to video games, drawing heavily on philosophical traditions. It will have appeal outside of Film & Media and Philosophy to other areas of scholarly research including Sociology, Anthropology and Political Science. 2.The author is a senior scholar with extensive publications that explore the intersection of philosophy and ethics with digital games and reality. He has a strong presence on Facebook and Twitter as well as a well-designed personal website. He has historically be very engaged with his own digital and social media marketing for books he authors and plans to do the same for this title. 3. The author works to debunk and reframe what readers think they know about video games and digital culture, showing that it is wrong (or at least misguided) and that the important questions are often far more interesting and potentially disturbing than anticipated.

Book Brands and Gaming

Download or read book Brands and Gaming written by D. Nichols and published by Springer. This book was released on 2005-11-14 with total page 171 pages. Available in PDF, EPUB and Kindle. Book excerpt: The computer gaming industry is bigger than the film and music industries and is growing faster than both of them put together. The industry is also changing fast. The typical computer gamer is in his mid 20s and female gamers make up one of the faster growing parts of the market. New developments in sociability and interactivity are also transforming the industry. This is the first major study of brands and gaming and shows huge opportunities for brand development

Book Vintage Game Consoles

    Book Details:
  • Author : Bill Loguidice
  • Publisher : CRC Press
  • Release : 2014-02-24
  • ISBN : 1135006504
  • Pages : 814 pages

Download or read book Vintage Game Consoles written by Bill Loguidice and published by CRC Press. This book was released on 2014-02-24 with total page 814 pages. Available in PDF, EPUB and Kindle. Book excerpt: Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.

Book StarCraft

    Book Details:
  • Author : Simon Dor
  • Publisher : University of Michigan Press
  • Release : 2024-02-28
  • ISBN : 0472904450
  • Pages : 165 pages

Download or read book StarCraft written by Simon Dor and published by University of Michigan Press. This book was released on 2024-02-28 with total page 165 pages. Available in PDF, EPUB and Kindle. Book excerpt: StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea. Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketability and profit of previously niche areas of interest. The book places StarCraft in the history of real-time strategy games in the 1990s—Dune II, Command & Conquer, Age of Empires—in terms of visual style, narrative tropes, and control. It shows how design decisions, technological infrastructures, and a strong contribution from its gaming community through Battle.net and its campaign editor were necessary conditions for the flexibility it needed to grow its success. In exploring the fanatic clusters of competitive players who formed the first tournaments and professionalized gaming, StarCraft shows that the game was key to the transition towards foreseeing play and essential to competitive gaming and e-sports.

Book They Create Worlds

    Book Details:
  • Author : Alexander Smith
  • Publisher : CRC Press
  • Release : 2019-11-19
  • ISBN : 042975261X
  • Pages : 575 pages

Download or read book They Create Worlds written by Alexander Smith and published by CRC Press. This book was released on 2019-11-19 with total page 575 pages. Available in PDF, EPUB and Kindle. Book excerpt: They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.

Book The Pleasures of Computer Gaming

Download or read book The Pleasures of Computer Gaming written by Melanie Swalwell and published by McFarland. This book was released on 2015-05-12 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanities and social sciences, particularly new media studies. In eight essays, the authors develop rich and nuanced understandings of the aesthetic appeals and pleasurable engagements of digital gameplay. Topics include the role of “cheats” and “easter eggs” in influencing cheating as an aesthetic phenomenon of gameplay; the relationship between videogames, gambling, and addiction; players’ aesthetic and kinaesthetic interactions with computing technology; and the epistemology and phenomenology of popular strategy-based wargames and their relationship with real-world military applications. Notes and a bibliography accompany each essay, and the work includes several screenshots, images, and photographs.

Book Computer Game Designer

    Book Details:
  • Author : Infobase Holdings, Inc.
  • Publisher : Infobase Publishing
  • Release : 2008
  • ISBN : 1438123485
  • Pages : 65 pages

Download or read book Computer Game Designer written by Infobase Holdings, Inc. and published by Infobase Publishing. This book was released on 2008 with total page 65 pages. Available in PDF, EPUB and Kindle. Book excerpt: Chapters include: - Get Ready for Action - Game Designer on the Job - The High-Speed Evolution of Electronic Games - Game Designer in Training - The Players Who Bring Games to Life - Kids Ask, Game Designers Answer - Virtual Apprentice: Game Designer for a Day. Each accessible book includes: - A behind-the-scenes look at the featured industry - Profiles of working professionals that offer an inside peek at what they do - Reality Check sidebars to help readers decide if this is the job for them - Find Out More and Check It Out sidebars for further research - A Day in the Life activity list that details a typical day on the job - Q&As between real-life kids and pros - A Count Me In journal feature for readers to track their activities. With a lively tone, dynamic look, and plenty of full-color and black-and-white photographs, the Virtual Apprentice books are the perfect starting point for young adults beginning their career exploration.

Book Starflight  How the PC and DOS Exploded Computer Gaming

Download or read book Starflight How the PC and DOS Exploded Computer Gaming written by Jamie Lendino and published by Steel Gear Press. This book was released on 2022-03-14 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: No one saw it coming. At its launch in 1981, IBM’s original Personal Computer was an expensive business machine—not a gaming behemoth of the kind you saw from Apple, Atari, Commodore, and Tandy. But by 1990, the PC had trampled all its competitors and become the gaming juggernaut it remains to this day. How did this happen? What did the PC do that the ostensibly superior Commodore Amiga, Atari ST, and Apple IIGS, couldn’t? In Starflight: How the PC and DOS Exploded Computer Gaming 1987–1994, author Jamie Lendino tells the full story, starting with the PC’s humble CGA and monochrome origins, moving through early ill-fated (if influential) failures such as the PCjr and Tandy 1000, and diving deep into the industry-shattering innovations in processing, graphics, sound, software, and distribution that gave the PC (and the gamers who loved it) unprecedented power and reach. Along the way, Lendino explores more than 110 of the PC’s most entertaining and important games, revealing how they paved the way for PC supremacy while also offering players new levels of challenge and fun. From groundbreaking graphic adventures (King’s Quest, The Secret of Monkey Island), innovative role-playing games (Ultima, Might and Magic), and sprawling space combat epics (Wing Commander, X-Wing) to titanic strategy titles (Civilization, X-Com), first-person shooters (Stellar 7, Doom), wide-ranging simulations (Stunts, Falcon 3.0), and hard-driving arcade action games (Arkanoid, Raptor), you’ll discover every detail of how the PC’s games catapulted it into the computer gaming stratosphere. Whether you were there at the time—experiencing first-hand the transition of EGA to VGA and single-voice beeps and boops to sweepingly symphonic Roland MT-32 sound, and discovering historic titles upon their release—or you’re only now discovering the wonders of the era, Starflight: How the PC and DOS Exploded Computer Gaming 1987–1994 is a fresh, dynamic, and impossible-to-put-it-down look at the years when PC gaming—and computer gaming itself—changed forever.