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Books > Computing & IT > Computer software packages > Computer games
Video games open portals into fantastical worlds where imaginative
play prevails. The virtual medium seemingly provides us with ample
opportunities to behave and act out with relative safety and
impunity. Or does it? Sound Play explores the aesthetic, ethical,
and sociopolitical stakes of our engagements with gaming's audio
phenomena-from sonic violence to synthesized operas, from
democratic music-making to vocal sexual harassment. Author William
Cheng shows how the simulated environments of games empower
designers, composers, players, and scholars to test and tinker with
music, noise, speech, and silence in ways that might not be prudent
or possible in the real world. In negotiating utopian and alarmist
stereotypes of video games, Sound Play synthesizes insights from
across musicology, sociology, anthropology, communications,
literary theory, and philosophy. With case studies that span Final
Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online,
and Team Fortress 2, this book insists that what we do in there-in
the safe, sound spaces of games-can ultimately teach us a great
deal about who we are and what we value (musically, culturally,
humanly) out here.
Draw your favorite Outfits, vehicles, weapons, and more with Epic
Games' first official how to draw book, including tips to make your
sketches as epic as your in-game achievements and featuring the
authentic Fortnite holographic seal. Learn how to draw 35 of the
game's most popular icons - including Outfits, weapons, building
materials and vehicles. In easy-to-follow stages, you'll go
step-by-step from rough sketch to detailed finish. INCLUDES: * 16
iconic Outfits * 8 fearsome weapons * The craziest in-game vehicles
* Drawing guide * Top art tips, including advanced shading and
texture techniques Whether you're a complete novice or an
experienced artist, this book will inspire you to pick up a pencil
and get sketching! LET'S GO!
WELCOME TO LAWBRANDAuroboros: Coils of the Serpent is a 5E campaign
setting by Chris Metzen and Warchief Gaming. The first release in
this universe, Worldbook: Lawbrand, is based on the roleplaying
campaign that Chris ran with his childhood friends in the eighties
and nineties, before heading to Blizzard to work on worlds such as
Warcraft, StarCraft, and more.As a 5E compatible source book,
Worldbook: Lawbrand gives players and GMs all the tools they'll
need to create their own adventures in this epic fantasy
world.Containing over a hundred pages of lore, as well as being
loaded to the brim with new options for character customization,
Worldbook: Lawbrand also features a comprehensive Adventures
section, designed to give GMs a way to launch imaginative
adventures for their party.Key Features: - Background and lore for
each Trade-City, faction, and key players that run them.- Four
brand new sub-classes and five new races unique to the setting, as
well as new magic items, spells, and magical tattoos known as
sigils.- Guides and recommendations on how to run adventures in
Lawbrand, including creating compelling stories, using the Mark of
the Serpent in your party, and more.Will you tame the world - or
shatter it?
In this classic of travel writing, first published sixty years ago,
a Danish journalist records his experience of life in North Africa
under colonial rule. Driving through the Sahara in a battered
Chevrolet, having converted to Islam and with a knowledge of
Arabic, he leaves the beaten track to discover communities and
landscapes shrouded in mystery for centuries. Brushes with
magicians, cave-dwellers and Sufi mystics, however, prove less
astonishing than the cruelties inflicted on the local populations
by Mussolini's generals.
A motley crew of singing villains. A ragtag team of adventurers. A
conflict that could decide the fate of Azeroth itself. It's safe to
say that Hearthstone's never looked so exciting! For the first
time, Blizzard Entertainment's collectible card game told a
complete, continuous story across three expansions. The Art of
Hearthstone, Volume V: Year of the Dragon shows hundreds of
fantastic illustrations created by dozens of artists for the game's
cards, cinematics, and concept art, as well as diving deep into the
creative process and pipeline that made the Year of Dragon one of
Hearthstone's most ambitious.
Enter the world of Overwatch, the smash-hit from Blizzard
Entertainment, in this five-story anthology chronicling some of the
video game's most fascinating and celebrated characters, now
available for the first time in print! Since its initial launch in
2016, Overwatch has captivated the imaginations of over 50 million
players worldwide. Now fans can join some of the game's most iconic
heroes-and villains-on a series of missions ranging from the lush
Caribbean to southern India, and everywhere in between. Authored by
some of the most compelling voices in science fiction today,
including Michael Chu, Brandon Easton, Christie Golden, and Alyssa
Wong, this short story anthology is rife with themes of love and
loss, ambition and despair, alliances and conflict, all pointing
toward a common hope, that the future is worth fighting for.
Gamification is being used everywhere; despite its apparent
plethora of benefits, the unbalanced use of its main mechanics can
end up in catastrophic results for a company or institution.
Currently, there is a lack of knowledge of what it is, leading to
its unregulated and ad hoc use without any prior planning. This
unbalanced use prejudices the achievement of the initial goals and
impairs the user's evolution, bringing potential negative
reflections. Currently, there are few specifications and modeling
languages that allow the creation of a system of rules to serve as
the basis for a gamification engine. Consequently, programmers
implement gamification in a variety of ways, undermining any
attempt at reuse and negatively affecting interoperability.
Next-Generation Applications and Implementations of Gamification
Systems synthesizes all the trends, best practices, methodologies,
languages, and tools that are used to implement gamification. It
also discusses how to put gamification in action by linking
academic and informatics researchers with professionals who use
gamification in their daily work to disseminate and exchange the
knowledge, information, and technology provided by the
international communities in the area of gamification throughout
the 21st century. Covering topics such as applied and cloud
gamification, chatbots, deep learning, and certifications and
frameworks, this book is ideal for programmers, computer
scientists, software engineers, practitioners of technological
companies, managers, academicians, researchers, and students.
Throughout the 1990s, artists experimented with game engine
technologies to disrupt our habitual relationships to video games.
They hacked, glitched, and dismantled popular first-person shooters
such as Doom (1993) and Quake (1996) to engage players in new kinds
of embodied activity. In Unstable Aesthetics: Game Engines and the
Strangeness of Art Modding, Eddie Lohmeyer investigates historical
episodes of art modding practices-the alteration of a game system's
existing code or hardware to generate abstract spaces-situated
around a recent archaeology of the game engine: software for
rendering two and three-dimensional gameworlds. The contemporary
artists highlighted throughout this book-Cory Arcangel, JODI,
Julian Oliver, Krista Hoefle, and Brent Watanabe, among others --
were attracted to the architectures of engines because they allowed
them to explore vital relationships among abstraction, technology,
and the body. Artists employed a range of modding
techniques-hacking the ROM chips on Nintendo cartridges to produce
experimental video, deconstructing source code to generate
psychedelic glitch patterns, and collaging together surreal
gameworlds-to intentionally dissect the engine's operations and
unveil illusions of movement within algorithmic spaces. Through key
moments in game engine history, Lohmeyer formulates a rich
phenomenology of video games by focusing on the liminal spaces of
interaction among system and body, or rather the strangeness of art
modding.
Official lavish in-depth coffee table art book for the first-person
horror adventure game Scorn, inspired by H.R. Giger and Zdzislaw
Beksinski, to be released on Xbox series X/S, Microsoft Windows,
Steam, and Windows Store. In this coffee table hardback, uncover
the concept and vision behind Scorn, alongside insight from the
artists and software designers at Ebb. The game is set in a
nightmarish universe of odd forms and somber tapestry inspired by
the work of H.R. Giger, and designed around the idea of "being
thrown into the world". This lavish book explores the characters,
creatures, weapons, and locations, with maps, user interfaces,
concept art, and original designs. The unsettling biomechanical
environment is a character in itself, and every location reveals
its own theme, puzzles, and characters that are integral in
creating a cohesive lived-in world. "It blends the anatomical and
organic with the mechanical and architectural to create fleshy,
irregular landscapes inhabited by shambling monstrosities" - PC
Gamer magazine
The world of esports in education is booming, and the field needs
empirical studies to help ground much of what is going on in the
field. Over the last couple years, there appears to be a large
amount of anecdotal evidence surrounding esports and its role in
education, but researchers, teachers, coaches, and organizations
need peer-reviewed, research-based evidence so they can evolve the
field at large. As the amount of esports teams and organizations
continues to rise, so will the need for the field to provide
empirical research about esports and education and the effect it
has on students and those who partake in it. Esports Research and
Its Integration in Education is an essential reference source for
those interested in educational research related to esports topics
as they are approached through multiple ages of schooling and
infused throughout a variety of content areas and research
methodologies. The book covers empirical studies that help
practitioners to understand how esports is developing within and
around learning institutions and what the impact may be on students
and their contemporary educational experiences. Covering topics
such as college and career readiness, literacy practices, and urban
education, this text is essential for stakeholders involved in the
rise of esports, administrators, teachers, coaches, researchers,
students, and academicians.
Starting with the announcement trailer in 2014, Overwatch's
award-winning cinematics captured the hearts of millions across the
world, introducing them to a hopeful science fiction world where
heroes are needed. Crafting these animated shorts required the
Blizzard cinematics team to explore new ways of animated filmmaking
with a bold new art style, more frequent releases, and intimate
collaboration with the game team. The Cinematic Art of Overwatch
chronicles this journey, featuring never-before-seen art and
anecdotes that illustrate how Overwatch's richly imagined
characters and world were brought to life through cinematic
storytelling.
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