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EBookClubs

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Book First Person  War Stories from Gamespace

Download or read book First Person War Stories from Gamespace written by Kent Sheely and published by Lulu.com. This book was released on 2013-02-09 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: Avid gamers love to recount their most exciting exploits in online play, especially their moments of greatest challenge, skill, and luck. This is a collection of fifty such War Stories from the battlefields of the Internet: Fifty accounts of valiant struggles, glorious victories, and sometimes of overwhelming defeat.

Book Routledge Handbook of New Media in Asia

Download or read book Routledge Handbook of New Media in Asia written by Larissa Hjorth and published by Routledge. This book was released on 2015-11-06 with total page 488 pages. Available in PDF, EPUB and Kindle. Book excerpt: While a decade ago much of the discussion of new media in Asia was couched in Occidental notions of Asia as a "default setting" for technology in the future, today we are seeing a much more complex picture of contesting new media practices and production. As "new media" becomes increasingly an everyday reality for young and old across Asia through smartphones and associated devices, boundaries between art, new media, and the everyday are transformed. This Handbook addresses the historical, social, cultural, political, philosophical, artistic and economic dimensions of the region’s new media. Through an interdisciplinary revision of both "new media" and "Asia" the contributors provide new insights into the complex and contesting terrains of both notions. The Routledge Handbook of New Media in Asia will be the definitive publication for readers interested in comprehending all the various aspects of new media in Asia. It provides an authoritative, up-to-date, intellectually broad, conceptually cutting-edge guide to the important aspects of new media in the region — as the first point of consultation for researchers, advanced level undergraduate and postgraduate students in fields of new media and Asian studies.

Book Destructive Sublime

Download or read book Destructive Sublime written by Tanine Allison and published by Rutgers University Press. This book was released on 2018-06-25 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: The American popular imagination has long portrayed World War II as the “good war,” fought by the “greatest generation” for the sake of freedom and democracy. Yet, combat films and other war media complicate this conventional view by indulging in explosive displays of spectacular violence. Combat sequences, Tanine Allison argues, construct a counter-narrative of World War II by reminding viewers of the war’s harsh brutality. Destructive Sublime traces a new aesthetic history of the World War II combat genre by looking back at it through the lens of contemporary video games like Call of Duty. Allison locates some of video games’ glorification of violence, disruptive audiovisual style, and bodily sensation in even the most canonical and seemingly conservative films of the genre. In a series of case studies spanning more than seventy years—from wartime documentaries like The Battle of San Pietro to fictional reenactments like The Longest Day and Saving Private Ryan to combat video games like Medal of Honor—this book reveals how the genre’s aesthetic forms reflect (and influence) how American culture conceives of war, nation, and representation itself.

Book Playing War

    Book Details:
  • Author : Matthew Thomas Payne
  • Publisher : NYU Press
  • Release : 2016-04-05
  • ISBN : 1479848565
  • Pages : 283 pages

Download or read book Playing War written by Matthew Thomas Payne and published by NYU Press. This book was released on 2016-04-05 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explores the culture that made military shooter video games popular, and key in understanding the War on Terror No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.

Book War Games

    Book Details:
  • Author : Philip Hammond
  • Publisher : Bloomsbury Publishing USA
  • Release : 2019-12-12
  • ISBN : 1501351168
  • Pages : 379 pages

Download or read book War Games written by Philip Hammond and published by Bloomsbury Publishing USA. This book was released on 2019-12-12 with total page 379 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?

Book Serious Games

    Book Details:
  • Author : Ralf Dörner
  • Publisher : Springer
  • Release : 2016-08-25
  • ISBN : 3319406124
  • Pages : 429 pages

Download or read book Serious Games written by Ralf Dörner and published by Springer. This book was released on 2016-08-25 with total page 429 pages. Available in PDF, EPUB and Kindle. Book excerpt: This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

Book Virtual World Design

    Book Details:
  • Author : Ann Cudworth
  • Publisher : CRC Press
  • Release : 2014-07-15
  • ISBN : 1040078931
  • Pages : 410 pages

Download or read book Virtual World Design written by Ann Cudworth and published by CRC Press. This book was released on 2014-07-15 with total page 410 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn How to Create Immersive Virtual EnvironmentsWritten by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling. It illustrates how these disciplines come to

Book Virtual World Design

    Book Details:
  • Author : Ann Latham Cudworth
  • Publisher : CRC Press
  • Release : 2014-07-15
  • ISBN : 1466579617
  • Pages : 410 pages

Download or read book Virtual World Design written by Ann Latham Cudworth and published by CRC Press. This book was released on 2014-07-15 with total page 410 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn How to Create Immersive Virtual Environments Written by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling. It illustrates how these disciplines come together by design in the creation of an accessible virtual environment for teaching, research, and entertainment. The book gives anyone the tools and techniques to design virtual environments that support their message and are accessible by all. With 200 illustrations and 12 step-by-step projects, the book delivers hours of creative challenges for people working in public virtual worlds or on private grids. Using the modular components available for download on the author’s website, readers learn by building such things as a virtual classroom, an "all-access" terrain, and a sound-based game. This book can be the foundation for class work in distance learning, simulation, and other learning technologies that use virtual environments. It shows both novices and advanced users how 3D composition, color, lighting, and sound design are used in the creation of an immersive virtual environment.

Book Game   Design Education

    Book Details:
  • Author : Özge Cordan
  • Publisher : Springer Nature
  • Release : 2021-07-19
  • ISBN : 303065060X
  • Pages : 409 pages

Download or read book Game Design Education written by Özge Cordan and published by Springer Nature. This book was released on 2021-07-19 with total page 409 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book gathers the papers of the PUDCAD Universal Design Practice Conference: Game + Design Education, organized by Istanbul Technical University and held online on June 24-26, 2020. The conference represented one of the key events of the Practicing Universal Design Principles in Design Education through a CAD-Based Game (PUDCAD) project, which developed a design game on a CAD-based platform, enabling students and designers to learn about universal design principles and develop accessible and innovative design ideas. As such, the PUDCAD project met one of the foremost goals of the European Commission, making sure the inclusion and efficient accessibility for people with disabilities into everyday life. The main topics of the conference include: universal design and education, universal design and user experience, game and design studies, gamification, virtual reality experiment, e-learning in design, and playful spaces and interfaces. The contributions, which were selected by means of a rigorous international peer-review process, highlight numerous exciting ideas that will spur novel research directions and foster multidisciplinary collaboration among different specialists.

Book Citizen Science Fiction

Download or read book Citizen Science Fiction written by Jerome Winter and published by Rowman & Littlefield. This book was released on 2021-03-19 with total page 223 pages. Available in PDF, EPUB and Kindle. Book excerpt: Citizen Science Fiction draws on an interdisciplinary swath of literature and media to make the case that the science fiction genre can help rethink the pedagogical use of citizen science as a tool to interrogate our collective civic engagement with science and the incorporation of science into a rigorous, exciting writing-based curriculum. The book revolves around recent developments in specific scientific disciplines, including biology, ecology, computer science, astronomy, and cognitive science. Winter closely studies a range of science-fiction texts and tropes -- such as aliens, robots, clones, mind uploads, galactic empires -- for what they have to contribute to the ongoing scholarly discussion on psychological mindset and mindful argument, reading for probing inquiry and productive uncertainty in the age of the Anthropocene, reading for voice with a view to our digitally dominated future, and reading for threshold concepts in a scientifically driven society.

Book Video Gaming in Science Fiction

Download or read book Video Gaming in Science Fiction written by Jason Barr and published by McFarland. This book was released on 2018-09-28 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: As video gaming and gaming culture became more mainstream in the 1970s, science fiction authors began to incorporate aspects of each into their work. This study examines how media-fueled paranoia about video gaming--first emerging almost fifty years ago--still resonates in modern science fiction. The author reveals how negative stereotypes of gamers and gaming have endured in depictions of modern gamers in the media and how honest portrayals are still wanting, even in the "forward thinking" world of science fiction.

Book Encyclopedia of Computer Science and Technology

Download or read book Encyclopedia of Computer Science and Technology written by Phillip A. Laplante and published by CRC Press. This book was released on 2017-10-02 with total page 1013 pages. Available in PDF, EPUB and Kindle. Book excerpt: With breadth and depth of coverage, the Encyclopedia of Computer Science and Technology, Second Edition has a multi-disciplinary scope, drawing together comprehensive coverage of the inter-related aspects of computer science and technology. The topics covered in this encyclopedia include: General and reference Hardware Computer systems organization Networks Software and its engineering Theory of computation Mathematics of computing Information systems Security and privacy Human-centered computing Computing methodologies Applied computing Professional issues Leading figures in the history of computer science The encyclopedia is structured according to the ACM Computing Classification System (CCS), first published in 1988 but subsequently revised in 2012. This classification system is the most comprehensive and is considered the de facto ontological framework for the computing field. The encyclopedia brings together the information and historical context that students, practicing professionals, researchers, and academicians need to have a strong and solid foundation in all aspects of computer science and technology.

Book Encyclopedia of Image Processing

Download or read book Encyclopedia of Image Processing written by Phillip A. Laplante and published by CRC Press. This book was released on 2018-11-08 with total page 882 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Encyclopedia of Image Processing presents a vast collection of well-written articles covering image processing fundamentals (e.g. color theory, fuzzy sets, cryptography) and applications (e.g. geographic information systems, traffic analysis, forgery detection). Image processing advances have enabled many applications in healthcare, avionics, robotics, natural resource discovery, and defense, which makes this text a key asset for both academic and industrial libraries and applied scientists and engineers working in any field that utilizes image processing. Written by experts from both academia and industry, it is structured using the ACM Computing Classification System (CCS) first published in 1988, but most recently updated in 2012.

Book The Architecture Co laboratory

Download or read book The Architecture Co laboratory written by Kas Oosterhuis and published by episode publishers. This book was released on 2006 with total page 620 pages. Available in PDF, EPUB and Kindle. Book excerpt: Publicatie n.a.v. de conferentie gehouden op 1 april 2006 op de faculteit Bouwkunde van de TU Delft over de huidige en toekomstige veranderingen rond de digitaal ontworpen architectuur- en designpraktijk.

Book Slantwise Moves

    Book Details:
  • Author : Douglas A. Guerra
  • Publisher : University of Pennsylvania Press
  • Release : 2018-08-14
  • ISBN : 0912295481
  • Pages : 262 pages

Download or read book Slantwise Moves written by Douglas A. Guerra and published by University of Pennsylvania Press. This book was released on 2018-08-14 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: In 1860, Milton Bradley invented The Checkered Game of Life. Having journeyed from Springfield, Massachusetts, to New York City to determine interest in this combination of bright red ink, brass dials, and character-driven decision-making, Bradley exhausted his entire supply of merchandise just two days after his arrival in the city; within a few months, he had sold forty thousand copies. That same year, Walt Whitman left Brooklyn to oversee the printing of the third edition of his Leaves of Grass in Massachusetts. In Slantwise Moves, Douglas A. Guerra sees more than mere coincidence in the contemporary popularity of these superficially different cultural productions. Instead, he argues, both the book and the game were materially resonant sites of social experimentation—places where modes of collectivity and selfhood could be enacted and performed. Then as now, Guerra observes, "game" was a malleable category, mediating play in various and inventive ways: through the material forms of pasteboard, paper, and india rubber; via settings like the parlor, lawn, or public hall; and by mutually agreed-upon measurements of success, ranging from point accumulation to the creation of humorous narratives. Recovering the lives of important game designers, anthologists, and codifiers—including Anne Abbot, William Simonds, Michael Phelan, and the aforementioned Bradley—Guerra brings his study of commercially produced games into dialogue with a reconsideration of iconic literary works. Through contrapuntal close readings of texts and gameplay, he finds multiple possibilities for self-fashioning reflected in Bradley's Life and Whitman's "Song of Myself," as well as utopian social spaces on billiard tables and the pages of Nathaniel Hawthorne's The Blithedale Romance alike. Highlighting meaningful overlap in the production and reception of books and games, Slantwise Moves identifies what the two have in common as material texts and as critical models of the mundane pleasures and intimacies that defined agency and social belonging in nineteenth-century America.

Book Level Design

    Book Details:
  • Author : Christopher W. Totten
  • Publisher : CRC Press
  • Release : 2017-03-27
  • ISBN : 1315313405
  • Pages : 409 pages

Download or read book Level Design written by Christopher W. Totten and published by CRC Press. This book was released on 2017-03-27 with total page 409 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels – experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers. Key Features: Learn about the processes of experienced developers and level designers in their own words Discover best-practices for creating levels for persuasive play and designing collaboratively Offers analysis methods for better understanding game worlds and how they function in response to gameplay Find your own preferred method of level design by learning the processes of multiple industry veterans

Book First Person

    Book Details:
  • Author : Noah Wardrip-Fruin
  • Publisher : MIT Press
  • Release : 2004
  • ISBN : 9780262232326
  • Pages : 360 pages

Download or read book First Person written by Noah Wardrip-Fruin and published by MIT Press. This book was released on 2004 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: The relationship between story and game, and related questions of electronic writing and play, examined through a series of discussions among new media creators and theorists.