This book explores the complex relationships between sport and video games, two of the largest entertainment sectors globally. Focusing on those games that depict real-life sports and athletic competitions, the book examines how sport has influenced...Loe edasi...
Nothing is more synonymous with the twenty-first century than the image of a child on his or her smart phone, tablet, video game console, television, and/or laptop. But with all this external stimulation, has childhood development been helped or hin...Loe edasi...
This accessible, third edition textbook gives students the tools they need to analyze game using strategies borrowed from textual analysis....Loe edasi...
Why Its OK to Be a Gamer defends gaming through a virtue theoretic approach, introducing the philosophy of video games in a humorous and lively way with lots of engaging examples....Loe edasi...
The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual gaming. Drawing from examples, the text explores the aesthetics of games, evaluates the cultural position...Loe edasi...
The Essential Guide to the Business & Law of Esports & Professional Video Gaming covers everything you need to know about the past, present and future of esports and professional video gaming....Loe edasi...
Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as roguelikes....Loe edasi...
This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interacti...Loe edasi...
Covers state-of-the-art in video and digital game research and development from traditional to emerging elements of gaming across multiple disciplines....Loe edasi...
Game-Guru is an entry-level engine designed to be easy to use as well as being extremely accessible for the user. This book gives users the information needed to access the full depth of features available in the program....Loe edasi...
(Ilmumisaeg: 27-Mar-2019, Kirjastus: A K Peters, ISBN-13: 9781351119306)
This book offers a perspective into a phenomenon becoming more and more common: AAA developers going indie. Its a perspective of the games industry that is more critical than fawningly positive. Its written in a punchy, sarcastic tone that invites f...Loe edasi...
Game of X v.2 is the story that leads up to Xbox. It is a story of DOS games, Microsoft culture, the crazy stories around the development and promotion of DirectX and the graphics standards that were required for Xbox to happen. Stories based on doz...Loe edasi...
Based on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsofts unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previ...Loe edasi...
Videogame development is usually seen as a male dominated field; even playing videogames is often wrongly viewed as a pastime for men only....Loe edasi...
Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattaris non-representational philosophy to develop a conceptual toolkit for thinking anew about videogame...Loe edasi...
(Ilmumisaeg: 17-Jul-2015, Kirjastus: ISTE Ltd and John Wiley & Sons Inc, ISBN-13: 9781119136309)
Human brains can be seen as knowledge processors in a distributed system. Each of them can achieve, conscious or not, a small part of a treatment too important to be done by one. These are also hunter / gatherers of knowledge....Loe edasi...