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Books > Computing & IT > Computer software packages > Computer games
Ever since the 'crown of Azeroth' assumed centre stage in World of
Warcraft: Wrath of the Lich King, millions of players have been
captivated by the dark, stormy depths of the continent that has
become synonymous with the dreaded Scourge. Now, venture into the
icy, mysterious tundra of Northrend under the expert guidance of
Clan Bronzebeard in this third instalment in the wildly popular
World of Warcraft: Exploring Azeroth series!
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).
Video games have become an increasingly ubiquitous part of society
due to the proliferation and use of mobile devices. Video Games and
Creativity explores research on the relationship between video
games and creativity with regard to play, learning, and game
design. It answers such questions as: Can video games be used to
develop or enhance creativity? Is there a place for video games in
the classroom? What types of creativity are needed to develop video
games? While video games can be sources of entertainment, the role
of video games in the classroom has emerged as an important
component of improving the education system. The research and
development of game-based learning has revealed the power of using
games to teach and promote learning. In parallel, the role and
importance of creativity in everyday life has been identified as a
requisite skill for success.
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.
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.
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?
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.
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.
Despite the pervasive rhetorics of immersion and embodiment found
in industrial and social discourses, playing a video game is an
exercise in non-linearity. The pervasiveness of trial and error
mechanics, unforgiving game over screens, loading times, minute
tweakings of options and settings, should lead us to consider video
games as a medium that cannot eschew fragmentation. Every Game is
an Island is an analysis and a critique of grey areas, dead ends
and extremities found in digital games, an exploration of border
zones where play and non-play coexist or compete. Riccardo Fassone
describes the complexity of the experience of video game play and
brings integral but often overlooked components of the gameplay
experience to the fore, in an attempt to problematize a reading of
video games as grandiosely immersive, all-encompassing narrative
experiences. Through the analysis of closures and endings, limits
and borders, and liminal states, this field-advancing study looks
at the heart of a medium starting from its periphery.
It was over a decade ago that experimental psychologists and
media-effects researchers declared the debate on the effects of
violent video gaming as "essentially over," referring to the way
violence in videogames increases aggressive thoughts, feelings and
behaviors in players. Despite the decisive tone of this statement,
neither the presence nor popularity of digital games has since
diminished, with games continuing to attract new generations of
players to experience its technological advancements in the
narration of violence and its techniques of depiction. Drawing on
new insights achieved from research located at an intersection
between humanities, social and computer sciences, Gareth Schott's
addition to the Approaches in Digital Game Studies series
interrogates the nature and meaning of the "violence" encountered
and experienced by game players. In focusing on the various ways
"violence" is mediated by both the rule system and the semiotic
layer of games, the aim is to draw out the distinctiveness of
games' exploitation of violence or violent themes. An important if
not canonical text in the debates about video games and violence,
Violent Games constitutes an essential book for those wishing to
make sense of the experience offered by games as technological,
aesthetic, and communicational phenomena in the context of issues
of media regulation and the classification of game content "as"
violence.
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