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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!
The Destiny Comic Collection Vol. One is an essential collection of
comic stories for Destiny fans. This 144 page volume includes
Bungie's comic collection plus never before seen stories, behind
the scenes galleries, and exclusive content from featured artists!
From Osiris's exile to Ana Bray's homecoming on Mars, uncover the
legends behind Destiny 2's iconic characters. Featuring stories
written and illustrated in collaboration with Bungie by Ryan North
(Dinosaur Comics, Marvel's The Unbeatable Squirrel Girl), Kris Anka
(Marvel's X-Men and Star-Lord), Mark Waid (DC Comics' The Flash and
Marvel's Captain America) plus a special introduction by Gerry
Duggan (Marvel's Deadpool).
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.
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.
The definitive anthology of Tank Girl, collecting the classic,
newly colored stories from original creators Alan Martin and Jamie
Hewlett! Includes three exclusive art! All three volumes of the
cult-classic Tank Girl comics (1988-1995) from legendary creators
Alan Martin and Jamie Hewlett (Gorillaz). Dive into the twisted and
chaotic world of Tank Girl, Jet Girl, Sub Girl and Booga, and
experience the original stories that captured the hearts of readers
everywhere, then shot them to oblivion (by accident of course)!
With all new colouring, this is the complete Tank Girl collection
you won't want to miss.
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.
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.
On November 21, 1990, the Super Nintendo was officially introduced
to the Japanese public as the Super Famicom - a date that would
forever be engraved in the hearts and souls of gamers worldwide.
Following in the footsteps of the NES, whose universal success had
definitively shaped the fate of the gaming industry, the Super
Nintendo was a technological masterpiece teeming with power and
potential, and that still fascinates us to this very day. Across
more than 510+ pages richly illustrated with photographs and
documents from the period, this perfect fusion of our two previous
Super Nintendo Anthology volumes recounts the life story of the
Kyoto-based giant's wondrous 16-bit console and delves deep into
its huge international games library. A true work of reference,
allowing those who missed out on our Super Nintendo/Super Famicom
Deluxe Edition the chance to own even more content than before.
This new version of our SNES Anthology meshes together both the
Software and Hardware books from our out-of-print Ultimate Edition.
It covers the console's genesis through to the end of its life
cycle (including a deep-dive into its many components, and its
graphic/audio capabilities), as well as its accessories (official
or otherwise), secrets behind the hardware, and a total of 1770+
official, unofficial and cancelled games - with a specific amount
of page space dedicated to each one based on its quality and
reputation, including their release date, developer, publisher,
genre, and a rating out of five.
The last half-decade has seen the rapid and expansive development
of video game music studies. As with any new area of study, this
significant sub-discipline is still tackling fundamental questions
concerning how video game music should be approached. In this
volume, experts in game music provide their responses to these
issues. This book suggests a variety of new approaches to the study
of game music. In the course of developing ways of conceptualizing
and analyzing game music it explicitly considers other critical
issues including the distinction between game play and music play,
how notions of diegesis are complicated by video game
interactivity, the importance of cinema aesthetics in game music,
the technicalities of game music production and the relationships
between game music and art music traditions. This collection is
accessible, yet theoretically substantial and complex. It draws
upon a diverse array of perspectives and presents new research
which will have a significant impact upon the way that game music
is studied. The volume represents a major development in game
musicology and will be indispensable for both academic researchers
and students of game music.
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