Released on 2018Categories Video games

The Video Games Textbook

The Video Games Textbook

Author: Brian J. Wardyga

Publisher: A K PETERS

ISBN: 0815390912

Category: Video games

Page: 392

View: 845

The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles.
Released on 2018-08-06Categories Computers

The Video Games Textbook

The Video Games Textbook

Author: Brian J. Wardyga

Publisher: CRC Press

ISBN: 9781351172349

Category: Computers

Page: 392

View: 768

The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles.
Released on 2022-08-17Categories Games & Activities

Video Game Audio

Video Game Audio

Author: Christopher Hopkins

Publisher: McFarland

ISBN: 9781476646053

Category: Games & Activities

Page: 256

View: 142

From the one-bit beeps of Pong to the 3D audio of PlayStation 5, this book examines historical trends in video game sound and music. A range of game systems sold in North America, Europe and Japan are evaluated by their audio capabilities and industry competition. Technical fine points are explored, including synthesized v. sampled sound, pre-recorded v. dynamic audio, backward compatibility, discrete and multifunctional soundchips, storage media, audio programming documentation, and analog v. digital outputs. A timeline chronicles significant developments in video game sound for PC, NES, Dreamcast, Xbox, Wii, Game Boy, PSP, iOS and Android devices and many others.
Released on 2022-06-01Categories Business & Economics

Careers in Focus: Computer and Video Game Design, Third Edition

Careers in Focus: Computer and Video Game Design, Third Edition

Author: James Chambers

Publisher: Infobase Holdings, Inc

ISBN: 9781646933969

Category: Business & Economics

Page: 384

View: 106

Ferguson's Careers in Focus books are a valuable career exploration tool for libraries and career centers. Written in an easy-to-understand yet informative style, this series surveys a wide array of commonly held jobs and is arranged into volumes organized by specific industries and interests. Each of these informative books is loaded with up-to-date career information presented in a featured industry article and a selection of detailed professions articles. The information here has been researched, vetted, and analyzed by Ferguson's editors, drawing from government and industry sources, professional groups, news reports, career and job-search resources, and a variety of other sources. For readers making career choices, these books offer a wealth of helpful information and resources.
Released on Categories Law

Mastering the Game:

Mastering the Game:

Author: World Intellectual Property Organization

Publisher: WIPO

ISBN:

Category: Law

Page: 378

View: 350

“Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.
Released on 2020-12-03Categories Language Arts & Disciplines

Mass Communication

Mass Communication

Author: Ralph E. Hanson

Publisher: SAGE Publications

ISBN: 9781544383026

Category: Language Arts & Disciplines

Page: 859

View: 300

The best-selling Mass Communication: Living in a Media World presents a highly accessible introduction to mass communication that equips students with the critical thinking skills to become savvy media consumers. To help students better retain the material, author Ralph E. Hanson uses a storytelling approach that weaves in examples drawn from everyday life. Readers are encouraged to consider the media industry from the inside out and, in doing so, discover the many dimensions of mass communication that operate in our society. The thoroughly revised Eighth Edition highlights how social and digital media, video games, and the COVID-19 pandemic are changing the face of media. This title is accompanied by a complete teaching and learning package.
Released on 2012-06-14Categories Education

Computer Games and New Media Cultures

Computer Games and New Media Cultures

Author: Johannes Fromme

Publisher: Springer Science & Business Media

ISBN: 9789400727779

Category: Education

Page: 712

View: 101

Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Released on 2020-09-27Categories Computers

Attract Mode: The Rise and Fall of Coin-Op Arcade Games

Attract Mode: The Rise and Fall of Coin-Op Arcade Games

Author: Jamie Lendino

Publisher: Steel Gear Press

ISBN:

Category: Computers

Page: 435

View: 969

From their haunts in the shadowy corner of a bar, front and center at a convenience store, or reigning over a massive mall installation bursting with light, sound, and action, arcade games have been thrilling and addicting quarter-bearers of all ages ever since Pong first lit up its paddles. Whether you wanted a few minutes’ quick-twitch exhilaration or the taste of three-initial immortality that came with topping the high score screen, you could get it from the diverse range of space shooters, dot-eating extravaganzas, quirky beat-’em-ups, and more that have helped define pop culture for more than four decades. In Attract Mode: The Rise and Fall of Coin-Op Arcade Games, author Jamie Lendino celebrates both the biggest blockbusters (Pac-Man, Star Wars: The Arcade Game) and the forgotten gems (Phoenix, Star Castle) of the Golden Age of coin-op gaming, and pulls back the curtain on the personalities and the groundbreaking technologies that brought them to glitzy, color-drenched life in the U.S., Japan, and all over the world. You’ll start your journey exploring the electromechanical attractions and pinball games of the early 20th century. Next, you’ll meet the earliest innovators, who used college computers and untested electronics to outline the possibilities of the emerging form, and discover the surprising history behind the towering megahits from Nintendo, Sega, and others that still inform gaming today. Then you’ll witness the devastating crash that almost ended it all—and the rebirth no one expected. Whether you prefer the white-knuckle gameplay of Robotron: 2084, the barrel-jumping whimsy of Donkey Kong, or the stunning graphics and animation of Dragon’s Lair, Attract Mode will transport you back to the heyday of arcade games and let you relive—or experience for the first time—the unique magic that transformed entertainment forever.
Released on 2010Categories Computers

Replay

Replay

Author: Tristan Donovan

Publisher: Yellow Ant Media Limited

ISBN: 0956507204

Category: Computers

Page: 501

View: 401

A comprehensive overview of the evolution of video games covering topics such as, "Atari revolution;" "rise of cartridge-based consoles;" American video game industry; international video game industry; "Apple Mac;" "Nintendo Entertainment System;" Sega video games; PlayStation video games; and "girl gaming."
Released on 2009-03-23Categories Games & Activities

Understanding Video Games

Understanding Video Games

Author: Simon Egenfeldt-Nielsen

Publisher: Routledge

ISBN: 9781135868789

Category: Games & Activities

Page: 513

View: 731

From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider larger questions about the medium: what defines a video game? who plays games? why do we play games? how do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/9780415977210) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.
Released on 2014-04-04Categories Education

The Visual Turn and the Transformation of the Textbook

The Visual Turn and the Transformation of the Textbook

Author: James A. LaSpina

Publisher: Routledge

ISBN: 9781135683719

Category: Education

Page: 280

View: 283

Is the emerging digital multimedia culture of today transforming the textbook or forever displacing it? As new media of transmission enter the classroom, the traditional textbook is now caught up in a dialogue reshaping the textual boundaries of the book, and with it the traditional modes of cognition and learning, which are bound more to language than to visual form. Most of the important work in the past two decades in the field of curriculum has focused on the culture of the textbook. A rich literature has evolved around textbooks as the traditional object of instructional activity. This volume is an important contribution to this literature, which focuses on the actual making of a textbook. This design process serves as a metaphor that suggests new paradigms of learning and instruction, in which text content is but one component in a multidimensional information space.The Visual Turn is an exploration along the border of this new learning space transforming the traditional center of instruction in the classroom.
Released on 2013-10-08Categories Social Science

The Video Game Theory Reader

The Video Game Theory Reader

Author: Mark J.P. Wolf

Publisher: Routledge

ISBN: 9781135205188

Category: Social Science

Page: 368

View: 835

In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.