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Books > Computing & IT > Computer software packages > Computer games
Celebrate the holidays in Tamriel with this 25-day advent calendar!
Inspired by the hit video game series, The Elder Scrolls: The
Official Advent Calendar features 25 days of exclusive surprises
including keychains, high-quality stickers, recipe cards, mini
booklets, and more unique keepsakes. The perfect gift for gamers of
all ages, The Elder Scrolls: The Official Advent Calendar brings
the epic world of Tamriel to your holiday celebrations!
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.
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 definitive guide to mastering the essentials behind making,
marketing and promoting product to the world's fastest-growing,
most exciting entertainment business-the $13.5 billion computer and
videogame industry-is finally here. Everything you need to play
with the pros is right at your fingertips. LEARN TO: TOP THE CHARTS
MAKE HEADLINES IMPROVE REVIEW SCORES INSPIRE MILLIONS OF FANS
ENHANCE JOB PERFORMANCE INCLUDES: IN-DEPTH HOW-TO'S EXPERT ADVICE
HANDS-ON FEEDBACK PROVEN TIPS CEO-LEVEL INSIGHT
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.
This new edition provides step-by-step instruction on modern 3D
graphics shader programming in OpenGL with Java, along with its
theoretical foundations. It is appropriate both for computer
science graphics courses, and for professionals interested in
mastering 3D graphics skills. It has been designed in a 4-color,
"teach-yourself" format with numerous examples that the reader can
run just as presented. Every shader stage is explored, from the
basics of modeling, textures, lighting, shadows, etc., through
advanced techniques such as tessellation, normal mapping, noise
maps, as well as new chapters on simulating water, stereoscopy, and
ray tracing. FEATURES Covers modern OpenGL 4.0+ shader programming
in Java, with instructions for both PC/Windows and Macintosh
Illustrates every technique with running code examples. Everything
needed to install the libraries, and complete source code for each
example Includes step-by-step instruction for using each GLSL
programmable pipeline stage (vertex, tessellation, geometry, and
fragment) Explores practical examples for modeling, lighting and
shadows (including soft shadows), terrain, water, and 3D materials
such as wood and marble Adds new chapters on simulating water,
stereoscopy, and ray tracing with compute shaders Explains how to
optimize code with tools such as Nvidia's Nsight debugger Includes
companion files with code, object models, figures, and more
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?
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.
Four decades after the Oblivion Crisis, Tamriel is threatened anew
by an ancient and all-consuming evil. It is Umbriel, a floating
city that casts a terrifying shadow-for wherever it falls, people
die and rise again.
And it is in Umbriel's shadow that a great adventure begins, and a
group of unlikely heroes meet. A legendary prince with a secret. A
spy on the trail of a vast conspiracy. A mage obsessed with his
desire for revenge. And Annaig, a young girl in whose hands the
fate of Tamriel may rest . . . .
Based on the award-winning "The Elder Scrolls," The Infernal City
is the first of two exhilarating novels following events that
continue the story from "The Elder Scrolls IV: Oblivion," named
2006 Game of the Year.
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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