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Books > Computing & IT > Computer software packages > Computer games
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.
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
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.
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.
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
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.
Enter the world of Overwatch, the smash-hit from Blizzard
Entertainment, in this five-story anthology chronicling some of the
video game's most fascinating and celebrated characters, now
available for the first time in print! Since its initial launch in
2016, Overwatch has captivated the imaginations of over 50 million
players worldwide. Now fans can join some of the game's most iconic
heroes-and villains-on a series of missions ranging from the lush
Caribbean to southern India, and everywhere in between. Authored by
some of the most compelling voices in science fiction today,
including Michael Chu, Brandon Easton, Christie Golden, and Alyssa
Wong, this short story anthology is rife with themes of love and
loss, ambition and despair, alliances and conflict, all pointing
toward a common hope, that the future is worth fighting for.
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.
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.
Master the art of building in Minecraft Minecraft is a sandbox game
where anything is possible! With over 600 blocks to choose from,
getting started can feel overwhelming. This Creative Handbook will
give you all the tools you need to become an expert builder.
Whether it's choosing your blocks or decorating your build, this
book is packed with expert advice, top tips and advanced tricks to
take your construction skills to the next level. Read how to plan
builds, create colour palettes, use effective lighting and much
more. This book also features advice from pro build teams and
YouTubers, and includes step-by-step builds to complete in-game.
With so much to explore, there's sure to be something for 'crafters
of every level.
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 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.
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.
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.
Weigh the past and seize your destiny-wherever the darkened path
may lead-with The Sanctuary Tarot Deck and Guidebook, inspired by
the mythos of Blizzard Entertainment's Diablo and its magic-infused
world of Sanctuary. In this deluxe boxed set featuring 78 oversize
cards and a 96-page guidebook, rekindle the traditions of those who
threw bones, read tea leaves, and invoked the supernatural to light
their path. With a team of artists led by Konstantin Vavilov and a
comprehensive guidebook by Barbara Moore, this tarot set channels
the beauty and terror of Sanctuary into an all-encompassing,
visually stunning experience that holds the key to
understanding-and embracing-your own inner demons.
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.
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.
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