|
|
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?
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.
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.
Bungie presents the Destiny Grimoire Anthology, a must-have
collectible lore compendium designed and assembled for Destiny's
devoted and enlightened scholars and lore lovers, as well as fans
of fantasy and science fiction storytelling. Until now, the myths,
mysteries, and machinations of the Destiny universe were found
hidden throughout the worlds - enticing threads that hinted at a
greater tapestry. The Destiny Grimoire Anthology weaves tales from
multiple sources together for the first time, casting new light on
Destiny's most legendary heroes, infamous villains, and their
greatest moments of triumph and tragedy. Each unique volume intends
to illuminate a facet of the world, and the complete anthology will
confirm and challenge players' thoughts and assumptions on what it
means to be a Guardian, offering new and differing perspectives on
the cosmic war that rages between the Traveler and its ancient
enemies.
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.
The Destiny Grimoire Anthology is a must-have collectible lore
compendium assembled for Destiny's devoted and enlightened scholars
and lore lovers, as well as fans of fantasy and science fiction
storytelling. The Destiny Grimoire Anthology weaves tales from
multiple sources together for the first time, casting new light on
Destiny's most legendary heroes, infamous villains, and their
greatest moments of triumph and tragedy.
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.
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.
|
|