Computer Gaming World

File Size: 43,97 MB
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Computer Gaming World S Why Won T This Game Work

Author: Denny Atkin
Editor: Brady
ISBN: 9781566865807
File Size: 20,38 MB
Format: PDF, ePub
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PC Gaming: Computer Gaming World's Instant Expert Guide covers everything new game players need to know, such as game genres, terminology, ratings, and new technology, as well as hardware needs, accessories, and how to troubleshoot the most common problems. The free CD includes hot game demos, such as Quake, Star Trek Generations and Command & Conquer Red Alert, which are attractive to avid players, but will also serve as a "try-before-you-buy" sampler for new gamers.

Intermedia Games Games Inter Media

Author: Michael Fuchs
Editor: Bloomsbury Publishing USA
ISBN: 1501330500
File Size: 59,78 MB
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This book is available as open access through the Bloomsbury Open Access programme and is available on While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

Hispanic Engineer It

File Size: 36,25 MB
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Hispanic Engineer & Information Technology is a publication devoted to science and technology and to promoting opportunities in those fields for Hispanic Americans.

Pc Mag

File Size: 21,64 MB
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Download is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.

Maximum Pc

File Size: 34,33 MB
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Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.

Defunct American Computer Magazines

Author: Source Wikipedia
Editor: Books LLC, Wiki Series
ISBN: 9781155699400
File Size: 13,56 MB
Format: PDF, ePub
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Purchase includes free access to book updates online and a free trial membership in the publisher's book club where you can select from more than a million books without charge. Chapters: Yahoo! Internet Life, Byte, the Rainbow, Computer Gaming World, Red Herring, Dr. Dobb's Journal, .Info, Softside, Computer Shopper, Compute!, Run, Legion of Doom, Loadstar, Business 2.0, Kilobaud Microcomputing, Hakin9, Games for Windows: the Official Magazine, Datamation, Videogames

Gaming Matters

Author: Judd Ethan Ruggill
Editor: University of Alabama Press
ISBN: 0817317376
File Size: 26,93 MB
Format: PDF
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Explores the essence of video games, delineating the fundamental characteristics of the medium. Co-written by the author of Game Work.

Computer Games And The Social Imaginary

Author: Graeme Kirkpatrick
Editor: Polity
ISBN: 0745641105
File Size: 32,96 MB
Format: PDF, Kindle
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Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.

Raising The Stakes

Author: T. L. Taylor
Editor: Mit Press
ISBN: 0262527588
File Size: 59,62 MB
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How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982-1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.

The Pleasures Of Computer Gaming

Author: Melanie Swalwell
Editor: McFarland
ISBN: 9780786451203
File Size: 78,34 MB
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This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanities and social sciences, particularly new media studies. In eight essays, the authors develop rich and nuanced understandings of the aesthetic appeals and pleasurable engagements of digital gameplay. Topics include the role of “cheats” and “easter eggs” in influencing cheating as an aesthetic phenomenon of gameplay; the relationship between videogames, gambling, and addiction; players’ aesthetic and kinaesthetic interactions with computing technology; and the epistemology and phenomenology of popular strategy-based wargames and their relationship with real-world military applications. Notes and a bibliography accompany each essay, and the work includes several screenshots, images, and photographs.

Careers In Computer Gaming

Author: Matthew Robinson
ISBN: 1427091161
File Size: 36,32 MB
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Computer games are more popular and accessible than ever and, as computer technology advances, computer games have become more challenging, engaging, and addictive to millions of gamers across the country. That opens up a wide range of career opportunities, especially gamers. In this easy-to-follow and informative career guide, the author presents a brief history of the gaming industry before breaking down the major and cutting-edge careers in the field. Whether discussing the game designer, graphic artist, sound designer, marketer, or writer, useful insights are given into the qualifications and temperament needed for each job, as well as a realistic picture of the work environment and useful tips for breaking into the industry.

Game Plan

Author: Ste Curran
Editor: Rotovision
ISBN: 2880466962
File Size: 38,75 MB
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Taking in ten works of gaming genius from video gaming's brief, rich history, Game Plan explores how these pivotal pieces of digital art evolved the industry. Conversations with creators and producers reveal the inspirations behind their masterworks, as well as giving insights into the development process itself. Games examined include Namco's pill-thrill Pac-Man, Shigeru Miyamoto's epoch-defining Mario 64, and Bell and Braben's mid-1980's space opera, Elite. Also featured is Tomb Raider, the UK's biggest selling game of all time, which turned Laura Croft from 500 triangles into a style icon, defined gaming's break into the mainstream at the end of the 1990s, and even won a BAFTA for its outstanding contribution to the interactive industry. Illustrated with original concept sketches, work in progress CGI renders, and screenshots of the finished creations, Game Plan offers a chance to both savor its past and catch a glimpse of its stellar future.

Brands And Gaming

Author: D. Nichols
Editor: Springer
ISBN: 0230286577
File Size: 43,26 MB
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The computer gaming industry is bigger than the film and music industries and is growing faster than both of them put together. The industry is also changing fast. The typical computer gamer is in his mid 20s and female gamers make up one of the faster growing parts of the market. New developments in sociability and interactivity are also transforming the industry. This is the first major study of brands and gaming and shows huge opportunities for brand development


Author: William Sims Bainbridge
Editor: Oxford University Press
ISBN: 0199323712
File Size: 58,95 MB
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What is the relationship between religion and multi-player online roleplaying games? Are such games simply a secular distraction from traditional religious practices, or do they in fact offer a different route to the sacred? In eGods, a leading scholar in the study of virtual gameworlds takes an in-depth look at the fantasy religions of 41 games and arrives at some surprising conclusions. William Sims Bainbridge investigates all aspects of the gameworlds' religious dimensions: the focus on sacred spaces; the prevalence of magic; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the gameworlds (and how this relates to cults in the real world); the predominance of polytheism; and, of course, how gameworld religions depict death. As avatars are multiple and immortal, death is merely a minor setback in most games. Nevertheless, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Examining EverQuest II, Lord of the Rings Online, Rift, World of Warcraft, Star Wars: The Old Republic, and many others, Bainbridge contends that gameworlds offer a new perspective on the human quest, one that combines the arts, simulates many aspects of real life, and provides meaningful narratives about achieving goals by overcoming obstacles. Indeed, Bainbridge suggests that such games take us back to those ancient nights around the fire, when shadows flickered and it was easy to imagine the monsters conjured by the storyteller lurking in the forest. Arguing that gameworlds reintroduce a curvilinear model of early religion, where today as in ancient times faith is inseparable from fantasy, eGods shows how the newest secular technology returns us to the very origins of religion so that we might "arrive where we started and know the place for the first time."

Games That Sell

Author: Mark Walker
Editor: Wordware Publishing, Inc.
ISBN: 155622950X
File Size: 70,12 MB
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This book provides a unique approach to game design with its focus on in-depth analyses of top-selling games. Rather than examine programming or three-dimensional art composition, game designer and journalist Mark H. Walker takes a look at the factors that journalists, gamers, and designers feel made games such as Empire Earth, The Sims, Max Payne, and RollerCoaster Tycoon commercial and critical successes, including quality, topic, game play, cool factor, and marketing and public relations. Additionally, game industry insiders who are outside the technical development loop, as well as over 100 gamers of all ages, share their insights on what they believe makes a successful game. Features: Understand the characteristics of games that have sold well; Learn about the importance of choosing your game's genre and topic wisely; Discover how to make use of marketing and public relations in order to boost your game's sales; Find out how to make your game appeal to the broadest market possible; Study the analyses of top-selling games and discover what made them so successful.

Digital Games

Author: Ananda Mitra
Editor: Infobase Publishing
ISBN: 0816067864
File Size: 68,67 MB
Format: PDF, ePub
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Discusses the origins of computer games, the technology behind them, types of games, how they are marketed, their effects on society, and possible future developments.

What Every Parent Needs To Know About Video Games

Author: Richard Abanes
Editor: Harvest House Publishers
ISBN: 9780736917407
File Size: 71,99 MB
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In this helpful primer, an award-winning journalist and experienced gamer gives readers a survey of the field and a framework for thinking through the issues in order to make judgments about not only what is shown in games, but how it's shown, in what context, and what overall message is being delivered.

Guinness World Records Gamer S Edition

Author: Guinness World Records
Editor: Time Home Entertainment
ISBN: 9781904994213
File Size: 45,30 MB
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Lists records, superlatives, and unusual facts about computer and video games, and includes interviews with champion gamers, tips on play, and profiles of the best-selling games.

Game Magazines

Author: LLC Books
Editor: Books LLC, Wiki Series
ISBN: 9781157450931
File Size: 48,87 MB
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Read: 5231

Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 176. Chapters: Card game magazines, Chess magazines, Role-playing game magazines, Video game magazines, Wargaming magazines, White Dwarf, Dragon, Valkyrie, Carnel, Journal of the Travellers Aid Society, Dungeon, Tales of the Reaching Moon, Alarums and Excursions, The Excellent Prismatic Spray, Commodore User, List of bridge books and magazines, Sonic the Comic, Nintendo Power, Amstrad Action, Operations Magazine, Amiga Power, Electronic Gaming Monthly, GamePro, Your Sinclair, Strategy & Tactics, GameCentral, Polymancer, PC Gamer, GameNOW, Nintendo Magazine System, The Bridge World, Club Nintendo, PlayStation Official Magazine, Game Informer, PC Magazine, Next Generation Magazine, PC PowerPlay, Nintendo Player's Guide, PC Zone, GameFan, Polyglot, Official Xbox Magazine, Games, Owl and Weasel, Zzap!64, Amstrad Computer User, Official Nintendo Magazine, Igromania, Tips & Tricks, Chess Player's Chronicle, Computer Gaming World, Custom PC, Expert Gamer, Pocket Gamer, Personal Computer World, PC Format, PiQ, PlayStation Underground, The Escapist, Crash, TurboPlay, The One, Amiga Format, Atomic, FirstPlay, Comics and Gaming Monthly, Battleplan, List of chess periodicals, Donya ye Bazi, GMR, Battle Games in Middle-earth, The Space Gamer, Sega Force, Fire & Movement, Amusement, Chess Review, Commodore Format, The General Magazine, Hyper, PlayStation: The Official Magazine, Commodore Force, Digit, Game Zero magazine, Super Play, The Duelist, Sinclair User, DC-UK, Deutsche Schachzeitung, Scrye, GameWeek Magazine, Sega Power, Chess Life, E-ON Magazine, Power Unlimited, Games for Windows: The Official Magazine, Computer Games Magazine, Gamereactor, PSM3, VideoGames & Computer Entertainment, D8, Hardcore Gamer, Game Players, Grenadier Magazine, PC Mania, InQuest Gamer, Game Developer, New In Chess, GameStar, Die Schwalbe, Pelit, Moves, America...