Released on 2011-12-05Categories Games & Activities

1001 Video Games You Must Play Before You Die

1001 Video Games You Must Play Before You Die

Author: Tony Mott

Publisher: Hachette UK

ISBN: 9781844037155

Category: Games & Activities

Page: 960

View: 447

In fewer than fifty years videogames have become one of the most popular forms of entertainment, but which are the best games, the ones you must play? This action packed book presents the best videogames from around the world - from 80's classic Donkey Kong to Doom, Frogger and Final Fantasy. Covering everything from old favourites to those breaking new ground, these are the games that should not be missed. Video game expert Tony Mott presents 1001 of the best video games from around the world and on all formats, from primitive pioneering consoles like Atari's VCS to modern-day home entertainment platforms such as Sony's PlayStation 3. 1001 VIDEO GAMES defines arcade experiences that first turned video gaming into a worldwide phenomenon such as Space Invaders, Asteroids, and Pac-Man - games that made the likes of Atari, Sinclair and Commadore household names. It also includes the games that have taken the console era by storm from Nintendo Wii to Sony Playstation and beyond - games of the modern era that have become cultural reference points in their own right including multi-million selling series such as Halo, Grand Theft Auto and Resident Evil. For aficionados this is a keepsake - charting the highlights of the past fifty years giving them key information for games they must play. For those just discovering the appeal of gaming this extensive volume will provide everything they need to ensure they don't miss out on the games that revolutionized this overwhelmingly popular medium.
Released on 2013-10-07Categories Computers

1001?

1001?

Author: Tony Mott

Publisher: Cassell Illustrated

ISBN: 1844037665

Category: Computers

Page: 960

View: 334

In fewer than fifty years videogames have become one of the most popular forms of entertainment, but which are the best games, the ones you must play? This action packed book presents the best videogames from around the world - from 80's classic Donkey Kong to Doom, Frogger and Final Fantasy. Covering everything from old favourites to those breaking new ground, these are the games that should not be missed. Video game expert Tony Mott presents 1001 of the best video games from around the world and on all formats, from primitive pioneering consoles like Atari's VCS to modern-day home entertainment platforms such as Sony's PlayStation 3. 1001 VIDEO GAMES defines arcade experiences that first turned video gaming into a worldwide phenomenon such as Space Invaders, Asteroids, and Pac-Man - games that made the likes of Atari, Sinclair and Commadore household names. It also includes the games that have taken the console era by storm from Nintendo Wii to Sony Playstation and beyond - games of the modern era that have become cultural reference points in their own right including multi-million selling series such as Halo, Grand Theft Auto and Resident Evil. For aficionados this is a keepsake - charting the highlights of the past fifty years giving them key information for games they must play. For those just discovering the appeal of gaming this extensive volume will provide everything they need to ensure they don't miss out on the games that revolutionized this overwhelmingly popular medium.
Released on 2015-09-21Categories Juvenile Nonfiction

Video Games

Video Games

Author: Kathy Ceceri

Publisher: Nomad Press

ISBN: 9781619302921

Category: Juvenile Nonfiction

Page: 130

View: 278

Catch a glimpse inside a school bus and you’ll see lots of kids looking down. What are they doing? They’re deciding on strategy, building cities, setting traps for monsters, sharing resources, and nurturing critical relationships. Over 90 percent of kids ages 2–17 play video games. In Video Games: Design and Code Your Own Adventure, young readers learn why games are so compelling and what ancient games such as mancala have in common with modern games like Minecraft. Kids will even create their very own video games using software such as MIT's Scratch! Using a familiar, high-interest subject, Video Games introduces foundation subjects such as geometry, physics, probability, and psychology in a practical framework. Building Tetris pieces out of Rice Crispie Treats and designing board games are some of the hands-on projects that engage readers’ building skills, while writing actual game code opens digital doors readers may not have known existed.
Released on 2017-08-22Categories Political Science

International Disputes and Cultural Ideas in the Canadian Arctic

International Disputes and Cultural Ideas in the Canadian Arctic

Author: Danita Catherine Burke

Publisher: Springer

ISBN: 9783319619170

Category: Political Science

Page: 244

View: 264

This book explores the Canadian relationship with its portion of the Arctic region which revolves around the dramatic split between the appearance of absent-minded governance, bordering on indifference toward the region, and the raging nationalism during moments of actual and perceived challenge toward the sovereignty of the imagined “Canadian Arctic region.” Canada’s nationalistic relationship with the Arctic region is often discussed as a reactionary phenomenon to the Americanization of Canada and the product of government propaganda. As this book illustrates, however, the complexity and evolution of the Canadian relationship with the Arctic region and its implication for Canada’s approach toward international relations requires a more in-depth exploration Please be aware than an error has been noted for Table 1.1 on page 71. In this table the sub-category “Inuit” is mislabelled. It should read “Native Indians and Inuit” as the data presented represents this Canadian census sub-category which calculated all indigenous peoples and Inuit peoples together.
Released on Categories

Fifty Key Video Games

Fifty Key Video Games

Author: Bernard Perron

Publisher: Taylor & Francis

ISBN: 9781000596236

Category:

Page:

View: 478

This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
Released on 2017-06-28Categories Computers

Design, User Experience, and Usability: Designing Pleasurable Experiences

Design, User Experience, and Usability: Designing Pleasurable Experiences

Author: Aaron Marcus

Publisher: Springer

ISBN: 9783319586373

Category: Computers

Page: 752

View: 486

The three-volume set LNCS 10288, 10289, and 10290 constitutes the proceedings of the 6th International Conference on Design, User Experience, and Usability, DUXU 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, in Vancouver, BC, Canada, in July 2017, jointly with 14 other thematically similar conferences. The total of 1228 papers presented at the HCII 2017 conferences were carefully reviewed and selected from 4340 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 168 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. LNCS 10288: The 56 papers included in this volume are organized in topical sections on design thinking and design philosophy; aesthetics and perception in design; user experience evaluation methods and tools; user centered design in the software development lifecycle; DUXU education and training. LNCS 10289: The 56 papers included in this volume are organized in topical sections on persuasive and emotional design; mobile DUXU; designing the playing experience; designing the virtual, augmented and tangible experience; wearables and fashion technology. LNCS 10290: The 56 papers included in this volume are organized in topical sections on information design; understanding the user; DUXU for children and young users; DUXU for art, culture, tourism and environment; DUXU practice and case studies.
Released on 2015-07-23Categories Business & Economics

A Brief History Of Video Games

A Brief History Of Video Games

Author: Rich Stanton

Publisher: Hachette UK

ISBN: 9781472118813

Category: Business & Economics

Page: 368

View: 691

'Stanton writes with terrific verve and precision . . . his understanding of the seductive pleasures of gaming takes us right to its heart.' Maria Bustillos, Times Literary Supplement 'The best overview book of the industry that I've read.' Andrew Liptak, io9 From the first wood-panelled Pong machines in California to the masterpieces of engineering that now sit in countless homes all over the world, A Brief History of Video Games reveals the vibrant history and culture of interactive entertainment. Above all, this is a book about the games - how the experience of playing has developed from simple, repetitive beginnings into a cornucopia of genres and styles, at once utterly immersive and socially engaging. With full-colour illustrations throughout, it shows how technological advances have transformed the first dots and dashes of bored engineers into sophisticated, responsive worlds that are endlessly captivating. As thrilling and surprising as the games it describes, this is an indispensable read for anyone serious about the business of having fun.
Released on 2012-03-08Categories Games & Activities

Classic Home Video Games, 1989Ð1990

Classic Home Video Games, 1989Ð1990

Author: Brett Weiss

Publisher: McFarland

ISBN: 9780786492312

Category: Games & Activities

Page: 344

View: 260

The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.–released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author’s critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein—Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.
Released on 2014-06-13Categories Social Science

Online Games, Social Narratives

Online Games, Social Narratives

Author: Esther MacCallum-Stewart

Publisher: Routledge

ISBN: 9781317652236

Category: Social Science

Page: 194

View: 366

The study of online gaming is changing. It is no longer enough to analyse one type of online community in order to understand the plethora of players who take part in online worlds and the behaviours they exhibit. MacCallum-Stewart studies the different ways in which online games create social environments and how players choose to interpret these. These games vary from the immensely popular social networking games on Facebook such as Farmville to Massively Multiplayer Online Roleplaying Games to "Free to Play" online gaming and console communities such as players of Xbox Live and PS3 games. Each chapter deals with a different aspect of social gaming online, breaking down when games are social and what narrative devices make them so. This cross-disciplinary study will appeal to those interested in cyberculture, the evolution of gaming technology, and sociologies of media.
Released on 2018-06-04Categories Computers

Adventure: The Atari 2600 at the Dawn of Console Gaming

Adventure: The Atari 2600 at the Dawn of Console Gaming

Author: Jamie Lendino

Publisher: Ziff Davis

ISBN: 9781732355200

Category: Computers

Page: 278

View: 575

The sprawl of Adventure. The addictiveness of Breakout. The intensity of Space Invaders. Once upon a time, you could only experience this kind of excitement at the arcade. But in 1977 that changed forever. You, and maybe a friend or a sibling, could instantly teleport from your own living room to a dazzling new world—with nothing more than a small plastic cartridge. This was the promise of the Atari 2600—and it was delivered in ways no one ever expected. No, the games it put on your TV weren’t what you saw when you plunked in your quarters at the convenience store or in the noisy, smoky business on the other side of town. But they brought the arcade home—and it hasn’t left since. With Adventure: The Atari 2600 at the Dawn of Console Gaming, Jamie Lendino takes you to the front lines of the home gaming revolution, exploring the history of the world-changing console and delves into the coin-op ports and original titles that still influence gaming today. Before your next trip to a magical universe with your Xbox One, PlayStation 4, or Nintendo Switch, see how the home gaming industry truly began.
Released on 2013-07-15Categories Juvenile Nonfiction

Careers in Online Gaming

Careers in Online Gaming

Author: J. Poolos

Publisher: The Rosen Publishing Group, Inc

ISBN: 9781448896028

Category: Juvenile Nonfiction

Page: 80

View: 553

The gaming industry has exploded in the past decade. However, online gaming is positioned to take this industry to the next level. Readers are introduced to what online gaming actually is and how it is significantly different from traditional gaming. Further, this title offers young people an invaluable resource into the burgeoning fields in online gaming, such as social gaming, which involves social networking in gameplay; designing games, which requires artistic as well as computer skills; and software engineers, who need to understand the online platform. In addition to job descriptions, readers learn of the specific educational requirements employers seek as well as insights from real-world professionals in the various fields, which add perspective and depth to already-informative content. This title is essential for anyone looking to dive into this creative industry that still offers a lot of potential.