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Books > Computing & IT > Computer software packages > Computer games
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.
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).
Brenda Laurel is best known for her work with Purple Moon, the
pioneering game company she cofounded in the 1990s. Purple Moon's
games were based on years of research Laurel completed in an effort
to understand why computer games seemed to be of so little interest
to girls. Using diverse archival sources such as trade journals,
newspapers, and recorded interviews, alongside Laurel's completed
games and own writings and an original interview with Laurel
herself, this volume offers insight into both the early development
of the games for girls movement of the 1990s and the lasting impact
of Laurel's game design breakthroughs. In her work with Purple
Moon, Laurel drew on her background in theatre as well as her
expertise in human computer interaction and qualitative research.
By relying on this interdisciplinary background, Laurel made
significant contributions to our understanding of the design and
development of games as a medium for emotional rehearsal and
storytelling. Additionally, her dedication to research-informed
design has had a longstanding impact as companies and designers
increasingly rely on audience research and metrics to shape their
practices. The newest in Bloomsbury's Influential Video Game
Designers series, Carly Kocurek highlights the contributions of a
designer whose work has had a profound impact on the development of
both games for girls and empathy games.
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.
Culture is dependent upon intertextuality to fuel the consumption
and production of new media. The notion of intertextuality has gone
through many iterations, but what remains constant is its stalwart
application to bring to light what audiences value through the
marriages of disparate ideology and references. Videogames, in
particular, have a longstanding tradition of weaving texts together
in multimedia formats that interact directly with players.
Contemporary Research on Intertextuality in Video Games brings
together game scholars to analyze the impact of video games through
the lenses of transmediality, intermediality, hypertextuality,
architextuality, and paratextuality. Unique in its endeavor, this
publication discusses the vast web of interconnected texts that
feed into digital games and their players. This book is essential
reading for game theorists, designers, sociologists, and
researchers in the fields of communication sciences, literature,
and media studies.
Although gaming was once primarily used for personal entertainment,
video games and other similar technologies are now being utilized
across various disciplines such as education and engineering. As
digital technologies become more integral to everyday life, it is
imperative to explore the underlying effects they have on society
and within these fields. Exploring the Cognitive, Social, Cultural,
and Psychological Aspects of Gaming and Simulations provides
emerging research on the societal and mental aspects of gaming and
how video games impact different parts of an individual's life.
While highlighting the positive, important results of gaming in
various disciplines, readers will learn how video games can be used
in areas such as calculus, therapy, and professional development.
This book is an important resource for engineers, graduate-level
students, psychologists, game designers, educators, sociologists,
and academics seeking current information on the effects of gaming
and computer simulations across different industries.
The fall of 2016 saw the release of the widely popular First World
War video game Battlefield 1. Upon the game's initial announcement
and following its subsequent release, Battlefield 1 became the
target of an online racist backlash that targeted the game's
inclusion of soldiers of color. Across social media and online
communities, players loudly proclaimed the historical inaccuracy of
black soldiers in the game and called for changes to be made that
correct what they considered to be a mistake that was influenced by
a supposed political agenda. Through the introduction of the
theoretical framework of the 'White Mythic Space', this book seeks
to investigate the reasons behind the racist rejection of soldiers
of color by Battlefield 1 players in order to answer the question:
Why do individuals reject the presence of people of African descent
in popular representations of history?
Featuring interviews with the creators of 39 popular video
games--including Halo 3, Call of Duty: Modern Warfare, Medal of
Honor and Metroid Prime--this book gives a behind-the-scenes look
at the origins of some of the most iconic shooter games.
Interviewees recount endless hours of painstaking development, the
challenges of working with mega-publishers, the growth of the genre
and the creative processes that produced some of the industry's
biggest hits, cult classics and indie successes.
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