Planetquake

Planetquake
Author: Umoya Lister
Pages: 512
ISBN: 9781909690844
Available:
Release: 2014-01-25
Editor: eBook Partnership
Language: en

Explanation of the Book:

This is "e;geofiction"e; cli-fi where our planet is a key actor. Greenhouse gases lead to natural disasters and the dismal politics of scarcity. Yes, our world is groaning, symbolised by a tsunami hitting the Scottish holy island of Iona... A scientist couple begin an evidence-based protest, but this morphs into a fight against a charismatic African empire-builder even as they face their own private temptations and tragedies. Nobody taught them just how difficult this path would be nor how much the whole world would become their battleground.

Videogames and Art

Videogames and Art
Author: Andy Clarke,Grethe Mitchell
Pages: 283
ISBN: 9781841501420
Available:
Release: 2007
Editor: Intellect Books
Language: en

Explanation of the Book:

Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry.

Quake III Arena

Quake III Arena
Author: Steve Honeywell
Pages: 195
ISBN: 0761525882
Available:
Release: 1999
Editor: Prima Games
Language: en

Explanation of the Book:

Essential deathmatch tips Stats for all weapons and equipment In-depth descriptions for all characters Detailed maps with locations of weapons and secret areas Expert advice for advanced combat tactics

Greatest Moments in Video Game History

Greatest Moments in Video Game History
Author: D.B. Weston
Pages: 329
ISBN: 9781301174140
Available:
Release: 2021
Editor: DB Weston
Language: en

Explanation of the Book:

Greatest Moments in Video Game History is the most extensive book of video game facts available today. While books written in a similar vein provide readers with general facts, "Greatest Moments in Video Game History" brings to light the lesser known facts that will take you on an exciting trip through history starting in 1947 and running through 2012. Greatest Moments in Video Game History is not just a chronological list of events, it also features stories that you will not read anywhere else, noteworthy game releases, scandals, bans, publicity stunts gone wrong, Guinness gaming records, and a look at the best and worst game releases throughout the years.

Understanding Digital Games

Understanding Digital Games
Author: Jason Rutter,Jo Bryce
Pages: 272
ISBN: 9781446235966
Available:
Release: 2006-04-20
Editor: SAGE
Language: en

Explanation of the Book:

There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.

Virtual Nation

Virtual Nation
Author: Gerard Goggin
Pages: 300
ISBN: 0868405035
Available:
Release: 2004
Editor: UNSW Press
Language: en

Explanation of the Book:

The first comprehensive book that digs beneath the surface of the Internet in Australia. Moving beyond the 'how to' books, Virtual Nation offers a surprising, thought-provoking, and rigorous introduction to a technology that we now can't do without. Featuring leading experts on topics spanning history, use, culture, policy, and future, Virtual Nation is indispensable for students, researchers, teachers, policymakers, technologists, and anyone interested in how digital technologies are transforming our lives

Echo of The Flood

Echo of The Flood
Author: Anonim
Pages: 329
ISBN: 9781435710955
Available:
Release: 2021
Editor: Lulu.com
Language: en

Explanation of the Book:

Random Scribblings Junk I ve Littered the Internet with for Two Decades

Random Scribblings  Junk I ve Littered the Internet with for Two Decades
Author: mcgrew
Pages: 420
ISBN: 9780991053162
Available:
Release: 2016-06-18
Editor: Lulu.com
Language: en

Explanation of the Book:

Various stories, articles, and postings on varied web sites over the last two decades... the best ten percent.

2005 Gamer s Almanac

2005 Gamer s Almanac
Author: Sean Carton
Pages: 400
ISBN: 0789732416
Available:
Release: 2004
Editor: Que Pub
Language: en

Explanation of the Book:

A guide to video and computer games for all skill levels contains best-of and top ten lists, classic game nostalgia, guides for LAN parties, how-to articles on creating new games, and cheat codes.

The Complete Idiot s Guide to Playing Games Online

The Complete Idiot s Guide to Playing Games Online
Author: Loyd Case,Terry Lee Coleman
Pages: 314
ISBN: 0789722232
Available:
Release: 2000
Editor: Alpha Books
Language: en

Explanation of the Book:

Evaluates hardware and software, discusses the history of computer gaming, and offers gaming tips for role-playing, first-person shooters, and real-time strategy games.

Tricks of the 3D Game Programming Gurus

Tricks of the 3D Game Programming Gurus
Author: André LaMothe
Pages: 1759
ISBN: 0672318350
Available:
Release: 2003
Editor: Sams Publishing
Language: en

Explanation of the Book:

Today is the greatest time in history to be in the game business. We now have the technology to create games that look real! Sony's Playstation II, XBOX, and Game Cube are cool! But, all this technology isn't easy or trivial to understand - it takes really hard work and lots of Red Bull. The difficulty level of game programming has definitely been cranked up these days in relation to the skill set needed to make games. Andre LaMothe's follow-up book to Tricks of the Windows Game Programming Gurus is the one to read for the latest in 3D game programming. When readers are finished with Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization, they will be able to create a full 3D texture-mapped, lit video game for the PC with a software rasterizer they can write themselves. Moreover, they will understand the underlying principles of 3D graphics and be able to better understand and utilize 3D hardware today and in the

Siegener Periodicum zur internationalen empirischen Literaturwissenschaft

Siegener Periodicum zur internationalen empirischen Literaturwissenschaft
Author: Anonim
Pages: 329
ISBN: STANFORD:36105123006251
Available:
Release: 2002
Editor: Unknown
Language: en

Explanation of the Book:

The State of Play

The State of Play
Author: Jack Balkin,Beth Simone Noveck
Pages: 304
ISBN: 9780814799727
Available:
Release: 2006-11-01
Editor: NYU Press
Language: en

Explanation of the Book:

The experiences of American soldiers in World War I differed enormously from those of European combatants. With the U. S. emerging from its previous isolation, soldiers arrived in the European theater late, fought briefly, and soon found themselves among the victors. Exposed for the first time to a foreign culture and bombarded by the messages of America's first concerted propaganda campaign, doughboys and other American participants struggled to make sense of their role and participation in the war. Mark Meigs here juxtaposes more official views--as expressed in speeches and in The Stars and Stripes, army handbooks, and unit histories--with informal, widely disseminated sources, such as popular songs, jokes, and postwar fiction, together with the soldiers' own letters and journals. Optimism at Armageddon begins with an exploration of how Americans rationalized their involvement and goes on to examine the effects of veterans' experiences during the war, focusing on combat, cultural and sexual contact with their European hosts, and death and concludes with the doughboys' account of their return to American society.

Masters of Doom

Masters of Doom
Author: David Kushner
Pages: 339
ISBN: 9780812972153
Available:
Release: 2004
Editor: Random House Trade Paperbacks
Language: en

Explanation of the Book:

Presents a dual biography of John Carmack and John Romero, the creators of the video games Doom and Quake, assessing the impact of their creation on American pop culture and revealing how their success eventually destroyed their relationship.

Law and Order in Virtual Worlds Exploring Avatars Their Ownership and Rights

Law and Order in Virtual Worlds  Exploring Avatars  Their Ownership and Rights
Author: Adrian, Angela
Pages: 238
ISBN: 9781615207961
Available:
Release: 2010-05-31
Editor: IGI Global
Language: en

Explanation of the Book:

"This book examines the legal realities which are emerging from Massively Multiplayer Online Role-playing Games (MMORPGs) or virtual worlds that demonstrate many of the traits we associate with the Earth world: interpersonal relationships, economic transactions, and organic political institutions"--Provided by publisher.

Game Plan

Game Plan
Author: Alan Gershenfeld,Mark Loparco,Cecilia Barajas
Pages: 352
ISBN: 9781429974271
Available:
Release: 2007-04-01
Editor: St. Martin's Griffin
Language: en

Explanation of the Book:

The $20 billion computer and video gaming business is the fastest-growing entertainment medium in the world---on track to surpass both the movie and record businesses. More than 200 million computer and video games are sold to the 140 million gamers in America every year. Game Plan: The Insiders Guide to Breaking In and Succeeding in the Computer and Video Game Business is the first book that clearly explains how to get a foot in the door to this incredibly dynamic and exciting field. This essential guide includes everything job seekers need to know about: -How the computer and video game business really works -How to break into the industry -How to get your dream game made -The many different jobs in the field -Surviving and thriving in the marketplace Three top game veterans provide all the information readers need to begin their search: Alan Gershenfeld, former senior vice-president of Activision Studios, Mark Loparco, one of the industry's top edutainment producers, and Cecilia Barajas, an acclaimed game producer/ director and a design consultant on hundreds of games. Game Plan also features expert advice by top gamemakers from such leading game publishers and developers as Electronic Arts, Activision, Microsoft, Midway, LucasArts, and THQ. No matter what your background or job qualifications are, Game Plan will help you to decide which area of the video and computer game business appeals to you the most, and how to attain your goals of working in the industry. For anyone who's ever dreamed of one day making a game, or is simply curious if this is the field to go into---this book is a must-read.

The Meaning and Culture of Grand Theft Auto

The Meaning and Culture of Grand Theft Auto
Author: Nate Garrelts
Pages: 264
ISBN: 9780786483488
Available:
Release: 2014-07-15
Editor: McFarland
Language: en

Explanation of the Book:

The immensely popular Grand Theft Auto game series has inspired a range of reactions among players and commentators, and a hot debate in the popular media. These essays from diverse theoretical perspectives expand the discussion by focusing scholarly analysis on the games, particularly Grand Theft Auto III (GTA3), Grand Theft Auto: Vice City (GTA:VC), and Grand Theft Auto: San Andreas (GTA:SA). Part One of the book discusses the fears, lawsuits, legislative proposals, and other public reactions to Grand Theft Auto, detailing the conflict between the developers of adult oriented games and various new forms of censorship. Depictions of race and violence, the pleasure of the carnivalistic gameplay, and the significance of sociopolitical satire in the series are all important elements in this controversy. It is argued that the general perception of digital changed fundamentally following the release of Grand Theft Auto III. The second section of the book approaches the games as they might be studied absent of the controversy. These essays study why and how players meaningfully play Grand Theft Auto games, reflecting on the elements of daily life that are represented in the games. They discuss the connection between game space and real space and the many ways that players mediate the symbols in a game with their minds, computers, and controllers.

The Machinima Reader

The Machinima Reader
Author: Henry Lowood,Michael Nitsche
Pages: 360
ISBN: 9780262294928
Available:
Release: 2011-06-03
Editor: MIT Press
Language: en

Explanation of the Book:

The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners. Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by enthusiasts who taught themselves to deploy technologies from computer games to create animated films quickly and cheaply. The Machinima Reader is the first critical overview of this rapidly developing field. The contributors include both academics and artist-practitioners. They explore machinima from multiple perspectives, ranging from technical aspects of machinima, from real-time production to machinima as a performative and cinematic medium, while paying close attention to the legal, cultural, and pedagogical contexts for machinima. The Machinima Reader extends critical debates originating within the machinima community to a wider audience and provides a foundation for scholarly work from a variety of disciplines. This is the first book to chart the emergence of machinima as a game-based cultural production that spans technologies and media, forming new communities of practice on its way to a history, an aesthetic, and a market.

Asian America Net Ethnicity Nationalism and Cyberspace

Asian America  Net  Ethnicity Nationalism and Cyberspace
Author: Rachel C. Lee,Sau-ling Cynthia Wong
Pages: 336
ISBN: 9781135449520
Available:
Release: 2003-05-09
Editor: Routledge
Language: en

Explanation of the Book:

Asian America.Net demonstrates how Asian Americans have both defined and been defined by electronic technology, illuminating the complex networks of identity, community, and history in the digital age.

Future Cinema

Future Cinema
Author: Zentrum für Kunst und Medientechnologie (Karlsruhe),Zentrum für Kunst und Medientechnologie Karlsruhe
Pages: 635
ISBN: UOM:39015058073845
Available:
Release: 2003
Editor: Mit Press
Language: en

Explanation of the Book:

An investigation of new cinematic forms that, incorporating electronic media, are transforming the traditional relationships between film and reality and between producer and audience.