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Books > Computing & IT > Computer software packages > Computer games
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.
The computer gaming industry is bigger than the film and music industries and is growing faster than both of them put together. The industry is also changing fast. The typical computer gamer is in his mid 20s and female gamers make up one of the faster growing parts of the market. New developments in sociability and interactivity are also transforming the industry. This is the first major study of brands and gaming and shows huge opportunities for brand development
Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.
Alternate Reality Games (ARGs) challenge what players understand as "real." Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.
Discover 40+ recipes like Mooshroom Burgers, Suspicious Stew, and The Cake! Featuring recipes that are ideal for every skill level (and player type), this cookbook is just what you need to bring a touch of Minecraft into your kitchen. So, what are you waiting for? It's time to gather, cook, and eat! Building can be hungry work. And sometimes, you just need to take a break and enjoy the fruits of your labor, whether that's a quick baked potato while you're hunkered down, waiting for a creeper to quit skulking at your door, or creating a celebratory feast for all your friends! Minecraft: The Official Cookbook gives you everything you need to build awesome meals, no matter your skill level.
Few industries fit the description of high turbulence and high velocity better than the computer games industry. Relatively young, rapidly evolving, and frequently experiencing disruptive innovation, its potential for growth and new business opportunities seems barely exhausted. And indeed, in the current economic climate this industry seems positively recession-proof. Those making and those playing games use digital technology to share an enthusiasm for the industry's products that we rarely find elsewhere. This fascination with computer games and gaming and the economic significance of the industry make it one of the most remarkable socio-cultural phenomena of our world. As the industry emerges, we become more aware of the need to trace it and to understand it in all its meanings, and the challenges it poses. The 10 chapters in this book provide an examination of the computer games industry from 10 different perspectives, discussing the following aspects: -The spatial logic of the industry-Business model innovation-Games development - a risky business-Co-production and the role of the consumer-Business sustainability-The place of creativity-Emerging people management challenges-Violent games and work well-being-A critical perspective on games as phantasmagoric commodities-Virtual worlds - blurring boundaries between realities and games
The first wave of Overwatch cinematics captured the imagination of millions of fans around the world. After the game released in 2016, Blizzard Entertainment embarked on a new mission to take cinematic storytelling to the next level. From the intense, action-packed rush of "Shooting Star" to the somber, noble ethos of "Honor and Glory," the creative team wanted to highlight a different side of the game's beloved heroes. In pursuit of their objectives, the crew added new artists in the mix, devised novel methods for making movies, and ventured into formats they hadn't tried before, such as in-game cinematics and stop-motion animation. Covering all the official Overwatch cinematics made from 2017-2020, including the Overwatch 2 announcement trailer, The Cinematic Art of Overwatch: Volume II showcases hundreds of pieces of never-before-seen artwork and documents the epic creative journey that Blizzard took to bring these films to life.
It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly "come of age." The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I'll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.
This book provides a comprehensive and practically minded introduction into serious games for law enforcement agencies. Serious games offer wide ranging benefits for law enforcement with applications from professional trainings to command-level decision making to the preparation for crises events. This book explains the conceptual foundations of virtual and augmented reality, gamification and simulation. It further offers practical guidance on the process of serious games development from user requirements elicitation to evaluation. The chapters are intended to provide principles, as well as hands-on knowledge to plan, design, test and apply serious games successfully in a law enforcement environment. A diverse set of case studies showcases the enormous variety that is possible in serious game designs and application areas and offers insights into concrete design decisions, design processes, benefits and challenges. The book is meant for law enforcement professionals interested in commissioning their own serious games as well as game designers interested in collaborative pedagogy and serious games for the law enforcement and security sector.
Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. Games have been developed for teaching, recruiting and to collect data to improve search engines. This book examines the fundamentals of designing any game with a serious purpose and provides a way of thinking on how to design one successfully. The reader will be introduced to a design philosophy called Triadic Game Design.; a theory that all games involve three worlds: the worlds of Reality, Meaning, and Play. Each world is affiliated with aspects. A balance needs to be found within and between the three worlds. Such a balance is difficult to achieve, during the design many tensions will arise, forcing designers to make trade-offs. To deal with these tensions and to ensure that the right decisions are made to create a harmonic game, a frame of reference is needed. This is what "Triadic Game Design" offers.
Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design the data sets used to resolve game play for moving, combat, solving puzzles, interacting with NPCs, managing inventory, and much more. Advice on developing stories for games, building maps and levels, and designing the graphical user interface is also included.
Game Sound Technology and Player Interaction: Concepts and Developments researches both how game sound affects a player psychologically, emotionally, and physiologically, and how this relationship itself impacts the design of computer game sound and the development of technology. This compilation also applies beyond the realm of video games to other types of immersive sound, such as soundscape design, gambling machines, emotive and fantastical sound to name a few. The application for this research is wide-ranging, interdisciplinary, and of primary importance for academics and practitioners searching for the right sounds.
As audiences are increasingly no longer solely listeners but also active producer-consumers, and as video games and other interactive systems increasingly permeate our daily lives, understanding interactivity and its impact on the audience has never been more important. A collection of newly commissioned chapters on interactivity in music and sound edited by preeminent scholars in the field, this book marks the beginning of a journey into understanding the ways in which we interact with sound, and offers a new set of analytical tools for the growing field of interactive audio. What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What makes interactive audio different from non-interactive audio? Where does interacting with audio fit into our understanding of sound and music? What does the future hold for interactive media when it comes to our musical and sonic experiences? And how do we begin to approach interactive audio from a theoretical perspective? The Oxford Handbook of Interactive Audio answers these questions by exploring the full range of interactive audio in video games, performance, education, environmental design, toys, and artistic practice. Examining these questions from a range of approaches - technological, emotional, psychological, and physical - the book provides a thorough overview of the fascinating experience of interactive sound.
Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market.
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 recent years, digital technologies have become more ubiquitous and integrated into everyday life. While once reserved mostly for personal uses, video games and similar innovations are now implemented across a variety of fields. Transforming Gaming and Computer Simulation Technologies across Industries is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries. Topics Covered: Digital vs. Non-Digital Platforms Ludic Simulations Mathematical Simulations Medical Gaming Multi-User Virtual Environments Player Experiences Player Identification User Research
Looking to become more efficient using Unity? How to Cheat in Unity 5 takes a no-nonsense approach to help you achieve fast and effective results with Unity 5. Geared towards the intermediate user, HTC in Unity 5 provides content beyond what an introductory book offers, and allows you to work more quickly and powerfully in Unity. Packed full with easy-to-follow methods to get the most from Unity, this book explores time-saving features for interface customization and scene management, along with productivity-enhancing ways to work with rendering and optimization. In addition, this book features a companion website at www.alanthorn.net, where you can download the book's companion files and also watch bonus tutorial video content. Learn bite-sized tips and tricks for effective Unity workflows Become a more powerful Unity user through interface customization Enhance your productivity with rendering tricks, better scene organization and more Better understand Unity asset and import workflows Learn techniques to save you time and money during development |
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