American Life And Video Games From Pong To Minecraft

American Life And Video Games From Pong To Minecraft Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of American Life And Video Games From Pong To Minecraft book. This book definitely worth reading, it is an incredibly well-written.

American Life and Video Games from Pong to Minecraft

Author : Kathryn Hulick
Publisher : Cavendish Square Publishing, LLC
Page : 114 pages
File Size : 52,9 Mb
Release : 2016-07-15
Category : Juvenile Nonfiction
ISBN : 9781502619761

Get Book

American Life and Video Games from Pong to Minecraft by Kathryn Hulick Pdf

Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of America’s favorite pastimes.

American Life and Video Games from Pong to Minecraft

Author : Kathryn Hulick
Publisher : Cavendish Square Publishing, LLC
Page : 114 pages
File Size : 42,7 Mb
Release : 2016-07-15
Category : Juvenile Nonfiction
ISBN : 9781502619754

Get Book

American Life and Video Games from Pong to Minecraft by Kathryn Hulick Pdf

Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of America’s favorite pastimes.

Video Games and Esports

Author : Michael Maley
Publisher : Greenhaven Publishing LLC
Page : 104 pages
File Size : 54,5 Mb
Release : 2019-12-15
Category : Young Adult Nonfiction
ISBN : 9781534568211

Get Book

Video Games and Esports by Michael Maley Pdf

Just as athletes from the NFL and NBA have gained fame and fortune, professional gamers who compete in esports are attracting loyal fans. Esports encompass any competitive, organized gaming endeavor. This competitive activity is becoming a billion-dollar industry. However, some people still argue that playing video games has many negative effects. The ever-evolving world of video games is explained through engaging text that delves into the details so readers gain a full understanding. Full-color photographs, annotated quotes, sidebars, and informative charts highlight the many debates surrounding the popularity of video games.

A History of Competitive Gaming

Author : Lu Zhouxiang
Publisher : Routledge
Page : 320 pages
File Size : 43,6 Mb
Release : 2022-05-13
Category : History
ISBN : 9781000588538

Get Book

A History of Competitive Gaming by Lu Zhouxiang Pdf

Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.

Game On!

Author : Dustin Hansen
Publisher : Feiwel & Friends
Page : 240 pages
File Size : 46,7 Mb
Release : 2016-11-22
Category : Young Adult Nonfiction
ISBN : 9781250080967

Get Book

Game On! by Dustin Hansen Pdf

Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted. Learn about the creators and inspiration (Mario was named after Nintendo’s landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game). Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!

Western Japaneseness: Intercultural Translations of Japan in Western Media

Author : Frank Jacob, Bruno Surace
Publisher : Vernon Press
Page : 174 pages
File Size : 53,5 Mb
Release : 2021-03-02
Category : History
ISBN : 9781648891540

Get Book

Western Japaneseness: Intercultural Translations of Japan in Western Media by Frank Jacob, Bruno Surace Pdf

Our images of non-Western cultures are often based on stereotypes that are replicated over the years. These stereotypes often appear in popular media and are responsible for a pre-set image of otherness. The present book investigates these processes and the media representation of otherness, especially as an artificial construct based on stereotypes and their repetition, in the case of Japan. 'Western Japaneseness' thereby illustrates how the Western image of Japan in popular media is rather a construct that, in a way, replicated itself, instead of a more serious encounter with a foreign and different cultural context. This book will be of great value to students and academics who hold interest in media studies, Japanese studies, and cultural studies. It will also appeal to a broader audience with interests in Japan more generally.

The Ultimate History of Video Games, Volume 1

Author : Steven L. Kent
Publisher : Crown
Page : 628 pages
File Size : 46,6 Mb
Release : 2001
Category : Social Science
ISBN : 0761536434

Get Book

The Ultimate History of Video Games, Volume 1 by Steven L. Kent Pdf

The definitive behind-the-scenes history of the dawn of video games and their rise into a multibillion-dollar business “For industry insiders and game players alike, this book is a must-have.”—Mark Turmell, designer for Midway Games and creator of NBA Jam, NFL Blitz, and WrestleMania With all the whiz, bang, pop, and shimmer of a glowing arcade, volume 1 of The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. Starting in arcades then moving to televisions and handheld devices, the video game invasion has entranced kids and the young at heart for nearly fifty years. And gaming historian Steven L. Kent has been there to record the craze from the very beginning. The Ultimate History: Volume 1 tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, Kent chronicles firsthand accounts of how yesterday’s games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today’s empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you’ll discover • the video game that saved Nintendo from bankruptcy • the serendipitous story of Pac-Man’s design • the misstep that helped topple Atari’s $2-billion-a-year empire • the coin shortage caused by Space Invaders • the fascinating reasons behind the rise, fall, and rebirth of Sega • and much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who’s ever touched a joystick.

Shapers of American Childhood

Author : Kathy Merlock Jackson,Mark I. West
Publisher : McFarland
Page : 287 pages
File Size : 54,8 Mb
Release : 2018-09-24
Category : Social Science
ISBN : 9781476664552

Get Book

Shapers of American Childhood by Kathy Merlock Jackson,Mark I. West Pdf

The experience of growing up in the U.S. is shaped by many forces. Relationships with parents and teachers are deeply personal and definitive. Social and economic contexts are broader and harder to quantify. Key individuals in public life have also had a marked impact on American childhood. These 18 new essays examine the influence of pivotal figures in the culture of 20th and 21st century childhood and child-rearing, from Benjamin Spock and Walt Disney to Ruth Handler, Barbie's inventor, and Ernest Thompson Seton, founder of the Boy Scouts of America.

The Ultimate History of Video Games, Volume 2

Author : Steven L. Kent
Publisher : Crown
Page : 592 pages
File Size : 41,6 Mb
Release : 2021-08-24
Category : Social Science
ISBN : 9781984825438

Get Book

The Ultimate History of Video Games, Volume 2 by Steven L. Kent Pdf

The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.

Educational Technology and Resources for Synchronous Learning in Higher Education

Author : Yoon, Jiyoon,Semingson, Peggy
Publisher : IGI Global
Page : 356 pages
File Size : 45,7 Mb
Release : 2019-04-19
Category : Education
ISBN : 9781522575689

Get Book

Educational Technology and Resources for Synchronous Learning in Higher Education by Yoon, Jiyoon,Semingson, Peggy Pdf

As more classes move to online instruction, there is a need for research that shows the effectiveness of synchronous learning. Educators must guide students on how to use these new learning tools and become aware of the research trends and opportunities within these developing online and hybrid courses. Educational Technology and Resources for Synchronous Learning in Higher Education provides evidence-based practice on incorporating synchronous teaching tools and practice within online courses to enhance content mastery and community development. Additionally, the book presents a strong theoretical overview of the topic and allows readers to develop a more nuanced understanding of the benefits and constraints of synchronous learning. Covering topics such as game learning, online communication, and professional development, it is designed for online instructors, instructional designers, administrators, students, and researchers and educators in higher education, as well as corporate, military, and government sectors.

A History of Video Games in 64 Objects

Author : World Video Game Hall of Fame
Publisher : HarperCollins
Page : 584 pages
File Size : 46,8 Mb
Release : 2018-05-29
Category : Games & Activities
ISBN : 9780062838704

Get Book

A History of Video Games in 64 Objects by World Video Game Hall of Fame Pdf

Inspired by the groundbreaking A History of the World in 100 Objects, this book draws on the unique collections of The Strong museum in Rochester, New York, to chronicle the evolution of video games, from Pong to first-person shooters, told through the stories of dozens of objects essential to the field’s creation and development. Drawing on the World Video Game Hall of Fame’s unmatched collection of video game artifacts, this fascinating history offers an expansive look at the development of one of the most popular and influential activities of the modern world: video gaming. Sixty-four unique objects tell the story of the video game from inception to today. Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture. A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including: The first edition of Dungeons & Dragons—the ancestor of computer role-playing games The Oregon Trail and the development of educational gaming The Atari 2600 and the beginning of the console revolution A World of Warcraft server blade and massively multiplayer online games Minecraft—the backlash against the studio system The rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materials The prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplace And so much more! A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!

LifeCrafting

Author : Bradley R. E. Wright,Cathryn Entner Wright
Publisher : Wipf and Stock Publishers
Page : 191 pages
File Size : 54,7 Mb
Release : 2023-10-19
Category : Religion
ISBN : 9781666735659

Get Book

LifeCrafting by Bradley R. E. Wright,Cathryn Entner Wright Pdf

Would you like to live a more fulfilling life? A life marked by closeness to God, love for others, self-care, and productive purpose? Just about any life improvement requires one thing: changing behavior. You’ll either have to start a new behavior, refine an old one, or stop an unwanted behavior altogether. The decision to change behavior can be daunting because changing habits and routines is often difficult. Changes can bring about good, but they can also upend usual ways of doing things. This book guides you in how to change just about any behavior for what the apostle Paul called “a more excellent way.” The guidance is rooted in cutting-edge social science research joined with Christian understanding of the good life and how to achieve it. From this blended perspective, the book presents a general model for how you can effectively change your behavior. It gives you dozens of practical, proven strategies that you can start using right away. What’s the secret to behavior change? It happens best when a person combines several strategies. First, they start small. Next, they find ways to motivate themselves and to cultivate their spiritual gift of self-control. Finally, in all steps, they invite Christ into the process: through Scripture, prayer, and fellowship. Imagine what your life would be like if you could better match what you do daily to what matters most to you both now and eternally! Matching your behavior to your core values with God alongside is the key to creating a truly beautiful life.

How to Play Video Games

Author : Nina Huntemann
Publisher : NYU Press
Page : 376 pages
File Size : 45,5 Mb
Release : 2019-03-26
Category : Games & Activities
ISBN : 9781479827985

Get Book

How to Play Video Games by Nina Huntemann Pdf

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

All Your Base Are Belong to Us

Author : Harold Goldberg
Publisher : National Geographic Books
Page : 0 pages
File Size : 47,6 Mb
Release : 2011-04-05
Category : Games & Activities
ISBN : 9780307463555

Get Book

All Your Base Are Belong to Us by Harold Goldberg Pdf

Through the stories of gaming's greatest innovations and most beloved creations, journalist Harold Goldberg captures the creativity, controversy--and passion--behind the videogame's meteoric rise to the top of the pop-culture pantheon. Over the last fifty years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment. But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth? Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium. Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!

Fifty Key Video Games

Author : Bernard Perron,Kelly Boudreau,Mark J.P. Wolf,Dominic Arsenault
Publisher : Taylor & Francis
Page : 351 pages
File Size : 50,8 Mb
Release : 2022-07-26
Category : Games & Activities
ISBN : 9781000596168

Get Book

Fifty Key Video Games by Bernard Perron,Kelly Boudreau,Mark J.P. Wolf,Dominic Arsenault Pdf

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.