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Book Computer Spacegames

Download or read book Computer Spacegames written by Daniel Isaaman and published by Edc Pub. This book was released on 1982 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offers computer programs for a dozen games, explains how each program works, and suggests ways to modify the games.

Book Space Time Play

    Book Details:
  • Author : Friedrich von Borries
  • Publisher : Springer Science & Business Media
  • Release : 2007-09-14
  • ISBN : 376438414X
  • Pages : 496 pages

Download or read book Space Time Play written by Friedrich von Borries and published by Springer Science & Business Media. This book was released on 2007-09-14 with total page 496 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?

Book How Pac Man Eats

Download or read book How Pac Man Eats written by Noah Wardrip-Fruin and published by MIT Press. This book was released on 2020-12-15 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making games are connected to what games can and do mean.

Book Gaming the Past

    Book Details:
  • Author : Jeremiah McCall
  • Publisher : Routledge
  • Release : 2013-06-17
  • ISBN : 1136832092
  • Pages : 198 pages

Download or read book Gaming the Past written by Jeremiah McCall and published by Routledge. This book was released on 2013-06-17 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.

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 Basic Computer Games

Download or read book Basic Computer Games written by David H. Ahl and published by . This book was released on 1981 with total page 185 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Computer Simulations of Space Societies

Download or read book Computer Simulations of Space Societies written by William Sims Bainbridge and published by Springer. This book was released on 2018-06-09 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: At the intersection of astronautics, computer science, and social science, this book introduces the challenges and insights associated with computer simulation of human society in outer space, and of the dynamics of terrestrial enthusiasm for space exploration. Never before have so many dynamic representations of space-related social systems existed, some deeply analyzing the logical implications of social-scientific theories, and others open for experience by the general public as computer-generated virtual worlds. Fascinating software ranges from multi-agent artificial intelligence models of civilization, to space-oriented massively multiplayer online games, to educational programs suitable for schools or even for the world's space exploration agencies. At the present time, when actual forays by humans into space are scarce, computer simulations of space societies are an excellent way to prepare for a renaissance of exploration beyond the bounds of Earth.

Book Video Games

    Book Details:
  • Author : Kevin Hile
  • Publisher : Greenhaven Publishing LLC
  • Release : 2009-10-26
  • ISBN : 1420503065
  • Pages : 106 pages

Download or read book Video Games written by Kevin Hile and published by Greenhaven Publishing LLC. This book was released on 2009-10-26 with total page 106 pages. Available in PDF, EPUB and Kindle. Book excerpt: The evolution of the video game is incredible; from a two-colored screen with paddle and pong to fully immersive alternate playing worlds, it is one technology that seems to be constantly evolving. This volume explains the history of video games, the considerations of their impact on players and society, and how they can be used as educational tools. Readers will learn about the future of video games as well.

Book Making  outer  Space to Play

Download or read book Making outer Space to Play written by Alexander John Daniel Mirowski and published by . This book was released on 2021 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Space-themed video games have enjoyed perennial popularity in the American video game industry, and they are present in "big moments" in the history of the medium, from the development and proliferation of ur-game SpaceWar! to Atari's origins through Nolan Bushnell's creation of Computer Space to the global video game phenomenon of Taito's Space Invaders. But what accounts for the space theme's popularity? Drawing upon science and technology studies, the history of computing, and the history of science fiction, this dissertation makes two arguments. First, the space theme was valuable to the nascent American video game industry as a vehicle for technical experimentation, organizational innovation, and the attraction of a base of players for this new medium. Second, using lenses such as the space theme is a worthwhile pursuit because they can serve as a novel entry point into the history of games that can help to uncover and recover actors who have often been overlooked by previous generations of game history.

Book More Than a Game

    Book Details:
  • Author : Barry Atkins
  • Publisher : Manchester University Press
  • Release : 2003-09-06
  • ISBN : 9780719063657
  • Pages : 180 pages

Download or read book More Than a Game written by Barry Atkins and published by Manchester University Press. This book was released on 2003-09-06 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: Taking its cue from practices of reading texts in literary and cultural studies, this book considers the computer game as a new and emerging mode of contemporary storytelling. In a carefully organized study, Barry Atkins discusses questions of narrative and realism in four of the most significant games of the last decade: Tomb Raider, Half-Life, Close Combat and SimCity. This is a work for both the student of contemporary culture and those game-players who are interested in how computer games tell their stories.

Book The CRPG Book  A Guide to Computer Role Playing Games

Download or read book The CRPG Book A Guide to Computer Role Playing Games written by Felipe Pepe and published by . This book was released on 2019-09 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt: Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.

Book From Pixels to Portals

    Book Details:
  • Author : Kelly Vero
  • Publisher : BoD – Books on Demand
  • Release : 2023-12-14
  • ISBN : 3757890671
  • Pages : 212 pages

Download or read book From Pixels to Portals written by Kelly Vero and published by BoD – Books on Demand. This book was released on 2023-12-14 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: From Pixels to Portals: Exploring the Future of the Metaverse through the Evolution of Video Games by Kelly Vero is your ticket to an exhilarating journey through the heart of gaming and the metaverse. Step into a realm where the boundaries of reality are shattered, and your wildest dreams become tangible. In this captivating exploration, we might embark on a riveting quest through the annals of gaming history, unveiling the intricate tapestry that intertwines video games with the metaverse. Witness the mesmerising evolution of technology, from the humble origins of text-based RPGs to the mind-bending hyper-realism of contemporary gaming. As we delve deeper, Kelly uncovers the masterful ingenuity of visionary game developers who dared to dream big. We traverse the nostalgic terrain of classics like Pong and Space Invaders, marvelling at their foundational role in forging the path to the metaverse. And, as we journey through the digital ages, we discover the awe-inspiring influence of modern masterpieces like Minecraft and Fortnite, reshaping the very fabric of our virtual existence. Understand how luminous pioneers, those trailblazers of innovation, who harnessed cutting-edge technology to breathe life into their visions at a time where there were smaller horizons. Discover their secrets, their struggles, and their triumphs as they carved the metaverse's blueprint for us. Laugh with Kelly as she documents her personal successes and more importantly failures in trying to move technology ever further as a game developer. This tale is not just about bits and pixels; it's about culture and society. Dive into the profound impact of video games on our collective consciousness, shaping our language, art, and the way we connect with one another. Whether you're a seasoned gamer or a curious explorer, "From Pixels to Portals" promises an exhilarating odyssey through the nexus of video game technology; the metaverse and beyond! Join the journey towards all digital verticals who will soon rely on gamification to lead the charge of future technologies. The future is here, and it's waiting for you to take the plunge. So, embark on this epic adventure, and let the portals open to a world without walls!

Book Computer Games and the Social Imaginary

Download or read book Computer Games and the Social Imaginary written by Graeme Kirkpatrick and published by Polity. This book was released on 2013-10-07 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.

Book The Encyclopedia of Arcade Video Games

Download or read book The Encyclopedia of Arcade Video Games written by Bill Kurtz and published by Schiffer Pub Limited. This book was released on 2004 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: Arcade video games have become one of the hottest collectibles around and this book features over 600 photos of the machines that filled arcades during the 1970s and '80s. Includes information about the manufacturers who produced these classic games, a section about video game collectibles, and information on how to start your own collection. Beginning collectors and long-time game enthusiasts alike are sure to enjoy this nostalgic and informative look at the world of arcade video games.

Book Science Fiction Video Games

Download or read book Science Fiction Video Games written by Neal Roger Tringham and published by CRC Press. This book was released on 2014-09-10 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a

Book Atari Design

    Book Details:
  • Author : Raiford Guins
  • Publisher : Bloomsbury Publishing
  • Release : 2020-11-12
  • ISBN : 1474284531
  • Pages : 281 pages

Download or read book Atari Design written by Raiford Guins and published by Bloomsbury Publishing. This book was released on 2020-11-12 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: Drawing from deep archival research and extensive interviews, Atari Design is a rich, historical study of how Atari's industrial and graphic designers contributed to the development of the video game machine. Innovative game design played a key role in the growth of Atari – from Pong to Asteroids and beyond – but fun, challenging and exciting game play was not unique to the famous Silicon Valley company. What set it apart from its competitors was innovation in the coin-op machine's cabinet. Atari did not just make games, it designed products for environments. With “tasteful packaging”, Atari exceeded traditional locations like bars, amusement parks and arcades, developing the look and feel of their game cabinets for new locations such as fast food restaurants, department stores, country clubs, university unions, and airports, making game-play a ubiquitous social and cultural experience. By actively shaping the interaction between user and machine, overcoming styling limitations and generating a distinct corporate identity, Atari designed products that impacted the everyday visual and material culture of the late 20th century. Design was never an afterthought at Atari.

Book The Guide to Computer Simulations and Games

Download or read book The Guide to Computer Simulations and Games written by K. Becker and published by John Wiley & Sons. This book was released on 2012 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: "If you're a professional trainer, educator, development team leader, or corporate decision-maker, this book will help you understand and use games and simulations to educate and explain. Filled with examples, it shows you how to create and maintain different types of simulations using computerized techniques--without becoming a programmer"--P. [4] of cover.