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Books > Computing & IT > Computer software packages > Computer games
Videogame history is not just a history of one successful
technology replacing the next. It is also a history of platforms
and communities that never quite made it; that struggled to make
their voices heard; that aggravated against the conventions of the
day; and that never enjoyed the commercial success or recognition
of their major counterparts. In Minor Platforms in Videogame
History, Benjamin Nicoll argues that 'minor' videogame histories
are anything but insignificant. Through an analysis of
transitional, decolonial, imaginary, residual, and minor videogame
platforms, Nicoll highlights moments of difference and
discontinuity in videogame history. From the domestication of
vector graphics in the early years of videogame consoles to the
'cloning' of Japanese computer games in South Korea in the 1980s,
this book explores case studies that challenge taken-for-granted
approaches to videogames, platforms, and their histories.
Though once considered purely for their entertainment value,
computer and online games have applications as learning tools in
learning in a variety of different environments. Computer Games as
Educational and Management Tools: Uses and Approaches considers the
many uses of games and simulations, focusing specifically on their
use in organizational and educational settings. Providing
perspectives on gaming for distance learning, gaming for
rehabilitation, business simulators, and motivational games, this
publication explores new and emerging trends in this ever-evolving
area of research.
Let the iconic, retro-futuristic wasteland guide your tarot
practice with this beautifully illustrated deck inspired by the
massively popular Fallout franchise. Featuring deluxe custom
artwork of iconic figures from the beloved Fallout franchise, this
deck is a great way to enjoy the characters and lore of this
popular video game. Containing both major and minor arcana, the set
also comes with a comprehensive guidebook explaining each card's
meaning, as well as simple spreads for easy readings. Packed in a
sturdy, decorative gift box, this compelling tarot deck is perfect
for Fallout fans and tarot enthusiasts alike.
Computer and online games have emerged as a critical area of study
due to their implications for business and society, as well as
their increased presence in individuals lives. Business,
Technological and Social Dimensions of Computer Games:
Multidisciplinary Developments is a collection of the most recent
developments in all areas of game development, encompassing
planning, design, marketing, business management, and consumer
behavior. This publication explores a number of aspects of gaming,
which include supporting technologies, human interaction,
psychological and behavioral effects, business opportunities, and
intellectual property considerations, offering readers a complete
perspective on the evolution of games and gaming technologies.
Music Video Games takes a look (and listen) at the popular genre of
music games - video games in which music is at the forefront of
player interaction and gameplay. With chapters on a wide variety of
music games, ranging from well-known console games such as Guitar
Hero and Rock Band to new, emerging games for smartphones and
tablets, scholars from diverse disciplines and backgrounds discuss
the history, development, and cultural impact of music games. Each
chapter investigates important themes surrounding the ways in which
we play music and play with music in video games. Starting with the
precursors to music games - including Simon, the hand-held
electronic music game from the 1980s, Michael Austin's collection
goes on to discuss issues in musicianship and performance,
authenticity and "selling out," and composing, creating, and
learning music with video games. Including a glossary and detailed
indices, Austin and his team shine a much needed light on the often
overlooked subject of music video games.
<> Learn On-Demand TV, DVRs, Music, Games, Books, and More!
With My Digital Entertainment for Seniors, you'll discover easy
ways to access and experience entertainment using today's
technology, without getting confused or bogged down with
techno-babble-and without spending a fortune. This easy-to-follow
guide covers all aspects of entertainment-movies, TV shows, radio,
music, newspapers and magazines, books, and more-whether you're
using a computer, mobile device, or other technology. Specifically,
you'll: Get acquainted with all forms of digital entertainment that
are available in everyday life, including on-demand TV shows,
movies, music and radio programming, podcasts, eBooks and
audiobooks, digital editions of newspapers and magazines, YouTube
videos, and interactive games.Discover the difference between
streaming and downloading content from the Internet to your
computer or mobile device. Learn what equipment you'll need and how
to use this equipment, no matter how tech-savvy you are-or aren't.
Find out how to watch, listen to, and read what you want, when you
want it, on your TV, desktop computer, notebook computer,
smartphone, tablet, eBook reader, or gaming console. Learn what
types of entertainment are available to use on eBook readers,
digital video recorders, digital music players, high-definition
television sets, cable/satellite TV service providers, what types
of entertainment are readily available via the Internet, and how to
use your computer, smartphone or tablet as an entertainment device.
Find ways to stay safe and protect yourself from identity theft or
online crime when surfing the Internet, shopping online, playing
games, doing online banking, and handling other Internet-related
tasks.
For two decades, Rockstar Games have been making games that
interrogate and represent the idea of America, past and present.
Commercially successful, fan-beloved, and a frequent source of
media attention, Rockstar's franchises are positioned as not only
game-changing, ground-breaking interventions in the games industry,
but also as critical, cultural histories on America and its
excesses. But what does Rockstar's version of American history look
like, and how is it communicated through critically acclaimed
titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By
combining analysis of Rockstar's games and a range of official
communications and promotional materials, this book offers critical
discussion of Rockstar as a company, their video games, and
ultimately, their attempts at creating new narratives about U.S.
history and culture. It explores the ways in which Rockstar's brand
identity and their titles coalesce to create a new kind of video
game history, how promotional materials work to claim the
"authenticity" of these products, and assert the authority of game
developers to perform the role of historian. By working at the
intersection of historical game studies, U.S. history, and film and
media studies, this book explores what happens when contemporary
demands for historical authenticity are brought to bear on the way
we envisage the past - and whose past it is deemed to be.
Ultimately, this book implores those who research historical video
games to consider the oft-forgotten sources at the margins of these
games as importance spaces where historical meaning is made and
negotiated. Watch our talk with the author Esther Wright here:
https://youtu.be/AaC_9XsX-CQ
Recent advancements have put Gaming and Computer-Mediated
Simulations at the forefront of technology and learning. A closer
look at these topic areas opens the door for development and
innovation and the implications that go with it. Discoveries in
Gaming and Computer-Mediated Simulations: New Interdisciplinary
Applications explores and promotes a deep conceptual and empirical
understanding of the roles of electronic games and
computer-mediated simulations across multiple disciplines. This
book helps build a significant bridge between research and practice
on electronic gaming and simulations, supporting the work of
researchers, practitioners, and policymakers. Drawing on history
allows this publication to help move this field forward.
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
Game design has shifted from the development of games for
entertainment to the creation of games with a more meaningful
purpose. Game principles and theories can be applied to interactive
programs in a variety of fields and professions. Researchers
continue to examine the many ways games can be applied to
real-world settings. Emerging Research and Trends in Gamification
brings together innovative and scholarly research on the use of
game-based design and technology in a variety of settings.
Including discussions from both industry and academic perspectives,
this publication explores the growing research in this interesting
and dynamic field, serving as an essential reference source for
academicians, professionals, researchers, and upper level students
interested in the applications of game-thinking and gaming dynamics
across various disciplines including marketing, journalism,
education, and human resources. This publication presents timely,
research-based chapters on the development of games and the
real-world applications of game-thinking and game dynamics, as well
as additional topics including, but not limited to, digital
development, game design, human resource processes, market
research, online journalism, social change, and video game
learning.
Create, Explore, and ... Color with The Official Minecraft Coloring
Book! Based on Minecraft, the best-selling video game of all time,
this action-packed coloring book lets kids color their way through
nearly 50 epic pages of original art inspired by the expansive,
wondrous, and never-ending world of Minecraft.
This book explores the ways in which the broad range of
technologies that make up the smart city infrastructure can be
harnessed to incorporate more playfulness into the day-to-day
activities that take place within smart cities, making them not
only more efficient but also more enjoyable for the people who live
and work within their confines. The book addresses various topics
that will be of interest to playable cities stakeholders, including
the human-computer interaction and game designer communities,
computer scientists researching sensor and actuator technology in
public spaces, urban designers, and (hopefully) urban policymakers.
This is a follow-up to another book on Playable Cities edited by
Anton Nijholt and published in 2017 in the same book series, Gaming
Media and Social Effects.
Online gaming is widely popular and gaining more user attention
every day. Computer game industries have made considerable growth
in terms of design and development, but the scarcity of hardware
resources at player or client side is a major pitfall for the
latest high-end multimedia games. Cloud gaming is one proposed
solution, allowing the end-user to play games using a variety of
platforms with less demanding hardware requirements. Emerging
Technologies and Applications for Cloud-Based Gaming explores the
opportunities for the gaming industry through the integration of
cloud computing. Focusing on design methodologies, fundamental
architectures, and the end-user experience, this publication is an
essential reference source for IT specialists, game developers,
researchers, and graduate-level students.
This comprehensive and timely publication aims to be an essential
reference source, building on the available literature in the field
of Gamification for the economic and social development of
countries while providing further research opportunities in this
dynamic and growing field. Thus, the book aims to provide the
opportunity for a reflection on this important issue, increasing
the understanding of the importance of Gamification in the context
of organizations' improvements, providing relevant academic work,
empirical research findings and, an overview of this relevant field
of study. This text will provide the resources necessary for
policymakers, technology developers, and managers to adopt and
implement solutions for a more digital era.
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