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Book The Internet as a Game

    Book Details:
  • Author : Jill Anne Morris
  • Publisher : Parlor Press LLC
  • Release : 2018-08-14
  • ISBN : 1643170279
  • Pages : 172 pages

Download or read book The Internet as a Game written by Jill Anne Morris and published by Parlor Press LLC. This book was released on 2018-08-14 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt: In THE INTERNET AS A GAME, Jill Anne Morris proposes that by defining internet arguments as games, we can analyze ad hominem and ad baculum arguments coming from online mobs and trolls using procedural rhetoric. Building upon and extending Ian Bogost's definition of procedural rhetoric and Jesper Juul's definition of games, Morris extends the usage of the term into human systems and groups that have proceduralized their arguments online. By studying the development of online adhocracies such as 4Chan, Anonymous, and even Reddit during their early development (roughly 2006 to 2014), Morris shows how these groups have proceduralized rhetoric so that thousands of group members can ìspeakî with a single voice and singular name that they call "anonymous." Morris examines these techniques to reveal their function and purpose as rhetoric. Understanding how internet arguments work can also positively affect pedagogy, especially now as social media and memes have been used to influence national elections, our views of the news, and our views of each other. Can we continue to teach only traditional rhetoric in classrooms when students will face arhetorical tropes and logic in their personal and professional lives? THE INTERNET AS A GAME shows why the stakes are high and the answer to this question is "no."

Book The Infinite Game

Download or read book The Infinite Game written by Simon Sinek and published by Penguin. This book was released on 2019-10-15 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.

Book Teach Yourself Internet Game Programming with Java in 21 Days

Download or read book Teach Yourself Internet Game Programming with Java in 21 Days written by Michael Morrison and published by Sams. This book was released on 1996 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: Intended for programmers producing games for the Internet, this manual details the development of four full Internet games. Assuming some working knowledge of Java, the text focuses on the advanced features of game development and includes a CD-Rom that offers sample applications and demo software.

Book Networking and Online Games

Download or read book Networking and Online Games written by Grenville Armitage and published by John Wiley & Sons. This book was released on 2006-08-04 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.

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 Hooked on Games

    Book Details:
  • Author : Andrew P. Doan
  • Publisher : Fep International
  • Release : 2012
  • ISBN : 9781935576020
  • Pages : 0 pages

Download or read book Hooked on Games written by Andrew P. Doan and published by Fep International. This book was released on 2012 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: About the Book The multi-billion dollar video game industry is in the business of creating fun and enticing games that can be addictive. As addicted gamers feast on digital indulgences, real life is neglected and their reality crumbles around them. Headlines related to video games: ¿New Mexico mom gets 25 years for starving daughter.¿ ¿ Fox News ¿China used prisoners in lucrative Internet gaming work.¿ ¿ Guardian News ¿Online gamer killed for selling virtual weapon.¿ ¿ Sydney Morning Herald ¿South Korean dies after games sessions.¿ ¿ BBC News Hooked on Games is written by Brooke Strickland and Andrew Doan, MD, PhD, a physician with a research background in neuroscience, who battled his own addictions with video games. Dr. Doan was an addicted gamer, who at his peak, invested over 20,000 hours of playing games over a period of nine years. Dr. Doan¿s reckless compulsion to play games transformed him into a monster that almost destroyed his family, marriage, and career. He shares his expertise to educate others on the dangers of video game addiction and to provide hope for video game addicts and their families. Dr. Doan shares steps for gaming addicts to achieve recovery and steps for families and loved ones to intervene. Without attention to this quickest growing addiction, our society will suffer from the creation of Generation Vidiot, millions of people devoid of innovation and skills to live in the physical world. ¿As is true with many addictions, overuse of video games steals our valuable and limited time and minds.¿ ¿ Christie Morse, MD (Pediatric Ophthalmologist) ¿Shocking insights into the minds of hardcore gamers.¿ ¿ Daniel Hunt (Former Competitive Gamer)

Book Digital Transformation Game Plan

Download or read book Digital Transformation Game Plan written by Gary O'Brien and published by "O'Reilly Media, Inc.". This book was released on 2019-10-30 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Digital Age is having a broad and profound impact on companies and entire industries. Rather than simply automate or embed digital technology into existing offerings, your business needs to rethink everything. In this practical book, three ThoughtWorks professionals provide a game plan to help your business through this transformation, along with technical concepts that you need to know to be an effective leader in a modern digital business. Chock-full of practical advice and case studies that show how businesses have transitioned, this book reveals lessons learned in guiding companies through digital transformation. While there’s no silver bullet available, you’ll discover effective ways to create lasting change at your organization. With this book, you’ll discover how to: Realign the business and operating architecture to focus on customer value Build a more responsive and agile organization to deal with speed and ambiguity Build next generation technology capability as a core differentiator

Book Synthetic Worlds

    Book Details:
  • Author : Edward Castronova
  • Publisher : University of Chicago Press
  • Release : 2008-09-15
  • ISBN : 0226096319
  • Pages : 346 pages

Download or read book Synthetic Worlds written by Edward Castronova and published by University of Chicago Press. This book was released on 2008-09-15 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

Book Gaming Addiction

    Book Details:
  • Author : Ace McCloud
  • Publisher :
  • Release : 2017-03-16
  • ISBN : 9781640482807
  • Pages : 26 pages

Download or read book Gaming Addiction written by Ace McCloud and published by . This book was released on 2017-03-16 with total page 26 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are you addicted to playing digital games? Whether you want to (1) reclaim your life, (2) help a friend who is addicted to gaming, or (3) just understand the dangers of online gaming and how to minimize them, this book will teach you everything you need to know. Every addiction has its consequences. There are negative consequences to a gaming addiction. This book will help you fully comprehend the problems and learn how to help yourself or others break out of the addiction. Free yourself or others from unproductive behavior so life can be healthy and enjoyable again. Get some perspective on your gaming addiction. Online gaming is fun, there's no doubt about it! Gaming can help you explore your personality, enhance your creativity, and sharpen your problem-solving skills. However, if your virtual reality starts to damage your real-life interactions and health, then you have a problem. That is what this book is designed to address. I wrote "Gaming Addiction" for the purpose of guiding you through the process of evaluating your gaming activities to determine what is helping you and what aspects of your game of choice are actually messing up your life. I know, I know, gaming is your life! But is it a life that will lead to good things, or will it ultimately take you to a place you don't want to go? There is a healthy balance that can be attained. Get the best out of both "worlds." You can get what you want out of life, yes, real life. It is possible to continue to play online and still have a happy family, loving relationships, meaningful work, and delightful social experiences. The challenge is not letting the draw of the game overpower what you know you need to do and who you want to be. It's not healthy to spend all your time "checked out" from real life; some of the time it's okay to escape, but remember: while you're escaping from your life, there's nobody else out there who will live it for you. Gaming as Avoidance I get it. Sometimes life is just too harsh. We sometimes just need to get away. Yet, if you find yourself "escaping" to a virtual world to the point that you use your avatar more often than your real name, you're in trouble. For those of us who don't feel 100% confident around other people 100% of the time, it's easier to just camp out in an alternate universe. However, it's equally important to resist the temptation to spend all of your time there. While gaming can help improve social interaction (at least virtually), you need real world social interactions to truly grow and develop as a person. You also need real life social interaction to help avoid getting depressed. In this book I offer a variety ways you can take steps to interact without hiding behind an avatar. What Will You Discover About Gaming Addictions? An overview of online gaming addiction so you can better understand it. The physical and social risks associated with gaming addiction. The best treatments to break your addiction. How you can help someone who is addicted. The impact of long hours of gaming on your body and your mind. You Will Also Learn: How I kicked the addiction and you can, too. How gaming as a form of self-medication can backfire. The connection between gaming addiction and eating disorders. Practical, easy-to-follow instructions for gaining control of your gaming life. You can enjoy a truly full and enjoyable life again. Set yourself free: Buy It Now!

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 Simulation and Gaming in the Network Society

Download or read book Simulation and Gaming in the Network Society written by Toshiyuki Kaneda and published by Springer. This book was released on 2016-08-02 with total page 466 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.

Book The Status Game

    Book Details:
  • Author : Will Storr
  • Publisher : William Collins
  • Release : 2021-09
  • ISBN : 9780008354640
  • Pages : 304 pages

Download or read book The Status Game written by Will Storr and published by William Collins. This book was released on 2021-09 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the Sunday Times bestselling author of The Science of Storytelling comes a bold and ambitious investigation of status that will redefine human culture for our times There's something humans desire even more than gold. It's a fundamental drive that's common to all humanity, cutting across race, gender, age and culture. Our need for it is such that exactly how much of it we possess dramatically effects not only our happiness and well-being but also our physical health. It'sstatus, argues Will Storr. You can't understand human behaviour without understanding The Status Game. This game, which we are all playing, is not only the secret of our success, but also of our most evil behaviour. Everything is subordinate to status, and humans aren't unique in our complicity with it. By reflecting on the various ways humans negotiate this game - through status hierarchies, values, myths and sacred markers, Storr gives readers a master class in this most malevolent of social mysteries.

Book Multiplayer

Download or read book Multiplayer written by Thorsten Quandt and published by Routledge. This book was released on 2013-10-30 with total page 271 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.

Book Mapping Digital Game Culture in China

Download or read book Mapping Digital Game Culture in China written by Marcella Szablewicz and published by Springer Nature. This book was released on 2020-02-18 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, Marcella Szablewicz traces what she calls the topography of digital game culture in urban China, drawing our attention to discourse and affect as they shape the popular imaginary surrounding digital games. Szablewicz argues that games are not mere sites of escape from Real Life, but rather locations around which dominant notions about failure, success, and socioeconomic mobility are actively processed and challenged. Covering a range of issues including nostalgia for Internet cafés as sites of youth sociality, the media-driven Internet addiction moral panic, the professionalization of e-sports, and the rise of the self-proclaimed loser (diaosi), Mapping Digital Game Culture in China uses games as a lens onto youth culture and the politics of everyday life in contemporary China. Based on ethnographic fieldwork conducted between 2009 and 2015 and first-hand observations spanning over two decades, the book is also a social history of urban China’s shifting technological landscape.

Book The Video Game Industry

Download or read book The Video Game Industry written by Celia Ya-Lei Liang and published by . This book was released on 2001 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Complete Internet Gamer

Download or read book The Complete Internet Gamer written by Joe Pantuso and published by . This book was released on 1996-04-06 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: Join in on an Empire blitz! Play Doom, Descent, and Command & Conquer over the Internet for free with Kali software! Demolish your enemies in a free-for-all Netrek dogfight! Attack the Empire in a Star Wars Mush! Everything you'll need to know to do all of this and much, much more is in this book. Written by four well-traveled Internet gamers, this incredible guide reveals where to find over 100 of the coolest games, what hardware and software you'll need, and where to find game magazines and the latest tips and tricks online. Conquering the universe has never been easier. This guide takes you to places you never knew existed and tells you: How to use the latest Internet technology to play commercial games over the Internet— even ones that weren't originally designed to work on the Internet! Where to find the best games — from MUDs to Web games What the complete instructions, rules, and strategies are for Netrek Where to find new games and other related software on the Internet Where to find game discussion and news groups

Book Innovation and Strategy of Online Games

Download or read book Innovation and Strategy of Online Games written by H. Wi Jong and published by Imperial College Press. This book was released on 2009 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming business.