Arcade Mania

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Arcade Mania!

Author : ブライアンアッシュクラフト,Brian Ashcraft,Jean Snow
Publisher : Kodansha
Page : 200 pages
File Size : 40,5 Mb
Release : 2008-09-24
Category : Games & Activities
ISBN : STANFORD:36105132238739

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Arcade Mania! by ブライアンアッシュクラフト,Brian Ashcraft,Jean Snow Pdf

Arcade Mania introduces overseas readers to the fascinating world of the Japanese gemu senta (game center). Organized as a guided tour of a typical game center, the book is divided into nine chapters, each of which deals with a different kind of game. The tour begins with UFO catchers and print club machines at the entrance and continuing through rhythm games, fighting games, shooting games, retro games, gambling games, card-based games, and only-in-Japan games. Covering classics from Space Invaders to Street Fighter, games that are familiar to Americans in their home console versions (Rock Band, Guitar Hero and Dance, Dance Revolution), as well as the unique, quirky games found only in Japan, Arcade Mania is crammed full of interviews with game makers and star players, and packed with facts about each game, all lavishly illustrated with photographs and game graphics.

Arcade Britannia

Author : Alan Meades
Publisher : MIT Press
Page : 337 pages
File Size : 41,7 Mb
Release : 2022-10-25
Category : Games & Activities
ISBN : 9780262372350

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Arcade Britannia by Alan Meades Pdf

The story of the British amusement arcade from the 1800s to the present. Amusement arcades are an important part of British culture, yet discussions of them tend to be based on American models. Alan Meades, who spent his childhood happily playing in British seaside arcades, presents the history of the arcade from its origins in traveling fairs of the 1800s to the present. Drawing on firsthand accounts of industry members and archival sources, including rare photographs and trade publications, he tells the story of the first arcades, the people who made the machines, the rise of video games, and the legislative and economic challenges spurred by public fears of moral decline. Arcade Britannia highlights the differences between British and North American arcades, especially in terms of the complex relationship between gambling and amusements. He also underlines Britain’s role in introducing coin-operated technologies into Europe, as well as the industry’s close links to America and, especially, Japan. He shows how the British arcade is a product of centuries of public play, gambling, entrepreneurship, and mechanization. Examining the arcade’s history through technological, social, cultural, biographic, and legislative perspectives, he describes a pendulum shift between control and liberalization, as well as the continued efforts of concerned moralists to limit and regulate public play. Finally, he recounts the impact on the industry of legislative challenges that included vicious taxation, questions of whether copyright law applied to video-game code, and the peculiar moment when every arcade game in Britain was considered a cinema.

Space and Play in Japanese Videogame Arcades

Author : Jérémie Pelletier-Gagnon
Publisher : Taylor & Francis
Page : 195 pages
File Size : 43,7 Mb
Release : 2024-05-07
Category : Social Science
ISBN : 9781040029145

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Space and Play in Japanese Videogame Arcades by Jérémie Pelletier-Gagnon Pdf

This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‐floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience. Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society.

The Culture of Digital Fighting Games

Author : Todd Harper
Publisher : Routledge
Page : 172 pages
File Size : 50,8 Mb
Release : 2013-11-26
Category : Games & Activities
ISBN : 9781136747649

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The Culture of Digital Fighting Games by Todd Harper Pdf

This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.

The Play Versus Story Divide in Game Studies

Author : Matthew Wilhelm Kapell
Publisher : McFarland
Page : 207 pages
File Size : 41,8 Mb
Release : 2015-11-16
Category : Games & Activities
ISBN : 9780786497232

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The Play Versus Story Divide in Game Studies by Matthew Wilhelm Kapell Pdf

Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigms remains the one that famously "never happened." This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The essayists examine various digital games, assessing the applicability of play-versus-narrative approaches or considering the failure of each. The essays reflect the broader history while applying notions of play and story to recent games in an attempt to propel serious analysis.

Nintendo

Author : Mary Firestone
Publisher : ABDO
Page : 116 pages
File Size : 45,8 Mb
Release : 2011
Category : Electronic games industry
ISBN : 1617148091

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Nintendo by Mary Firestone Pdf

Examines the company Nintendo and the people who took it from a card company to a leader in the video gaming world.

Taking It to the Bridge

Author : Nicholas Cook,Richard Pettengill
Publisher : University of Michigan Press
Page : 398 pages
File Size : 51,5 Mb
Release : 2013-05-16
Category : Music
ISBN : 9780472051779

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Taking It to the Bridge by Nicholas Cook,Richard Pettengill Pdf

Musicologists and performance studies scholars reach across their disciplines to examine the role of performance in musical culture

Transnational Contexts of Development History, Sociality, and Society of Play

Author : S. Austin Lee,Alexis Pulos
Publisher : Springer
Page : 243 pages
File Size : 51,9 Mb
Release : 2017-01-21
Category : Social Science
ISBN : 9783319438207

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Transnational Contexts of Development History, Sociality, and Society of Play by S. Austin Lee,Alexis Pulos Pdf

This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia. Focusing on examinations of how video games shape external interactions with the world as well as internal spaces, Lee and Pulos' volume brings together a range of approaches and regions to understand the impact of video games in East Asia and beyond. Contributions range from assessments of Nintendo's lasting technological impact in Japan and globally to analyses of mobile social gaming among teenage girls in Korea, with qualitative and quantitative methodologies set in contact with one another to offer a full spectrum of perspectives on video gaming and its profound cultural impact.

Tomorrow, and Tomorrow, and Tomorrow

Author : Gabrielle Zevin
Publisher : Penguin Group
Page : 417 pages
File Size : 44,6 Mb
Release : 2024-06-25
Category : Fiction
ISBN : 9780735243361

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Tomorrow, and Tomorrow, and Tomorrow by Gabrielle Zevin Pdf

A NEW YORK TIMES BESTSELLER A GLOBE AND MAIL BESTSELLER A JIMMY FALLON BOOK CLUB PICK In this exhilarating novel by the best-selling author of The Storied Life of A. J. Fikry two friends—often in love, but never lovers—come together as creative partners in the world of video game design, where success brings them fame, joy, tragedy, duplicity, and, ultimately, a kind of immortality. "Utterly brilliant. In this sweeping, gorgeously written novel, Gabrielle Zevin charts the beauty, tenacity, and fragility of human love and creativity. Tomorrow, and Tomorrow, and Tomorrow is one of the best books I've ever read." —John Green On a bitter cold day, in the December of his Junior Year at Harvard, Sam Masur exits a subway car and sees, amid the hordes of people waiting on the platform, Sadie Green. He calls her name. For a moment, she pretends she hasn’t heard him, but then, she turns, and a game begins: a legendary collaboration that will launch them to stardom. They borrow money, beg favors, and, before even graduating college, they have created their first blockbuster, Ichigo: a game where players can escape the confines of a body and the betrayals of a heart, and where death means nothing more than a chance to restart and play again. This is the story of the perfect worlds Sam and Sadie build, the imperfect world they live in, and of everything that comes after success: Money. Fame. Duplicity. Tragedy. Spanning over thirty years, from Cambridge, Massachusetts, to Venice Beach, California, and lands in between and far beyond, Gabrielle Zevin’s Tomorrow, and Tomorrow, and Tomorrow is a dazzling and intricately imagined novel that examines the multifarious nature of identity, games as artform, technology and the human experience, disability, failure, the redemptive possibilities in play, and above all, our need to connect: to be loved and to love. Yes, it is a love story, but it is not one you have read before.

Game After

Author : Raiford Guins
Publisher : MIT Press
Page : 371 pages
File Size : 55,5 Mb
Release : 2014-01-24
Category : Games & Activities
ISBN : 9780262019989

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Game After by Raiford Guins Pdf

A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games—whether behind glass in display cases or recreated as an iPad app—offers a new way to explore the diverse topography of game history.

Understanding Esports

Author : Ryan Rogers
Publisher : Rowman & Littlefield
Page : 251 pages
File Size : 41,5 Mb
Release : 2019-09-18
Category : Games & Activities
ISBN : 9781498589819

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Understanding Esports by Ryan Rogers Pdf

Understanding Esports: An Introduction to the Global Phenomenon places professional Esports, a rapidly growing industry, in both the cultural and athletic landscape. This book explores how the rise of professional gaming has shaped—and been shaped by—media trends, interpersonal communication, and what it means to be classified as an athlete. Ryan Rogers has assembled contributors from a variety of backgrounds and experiences in order to provide a broad view of the history, experience, and impact of professional gaming. Scholars of media studies, communication, sports, and cultural studies will find this book especially useful.

Serious Games and Edutainment Applications

Author : Minhua Ma,Andreas Oikonomou,Lakhmi C. Jain
Publisher : Springer Science & Business Media
Page : 502 pages
File Size : 47,6 Mb
Release : 2011-12-10
Category : Computers
ISBN : 9781447121602

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Serious Games and Edutainment Applications by Minhua Ma,Andreas Oikonomou,Lakhmi C. Jain Pdf

The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.

I Am Error

Author : Nathan Altice
Publisher : MIT Press
Page : 439 pages
File Size : 46,8 Mb
Release : 2017-09-08
Category : Computers
ISBN : 9780262534543

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I Am Error by Nathan Altice Pdf

The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

Japanese Culture Through Videogames

Author : Rachael Hutchinson
Publisher : Routledge
Page : 534 pages
File Size : 41,9 Mb
Release : 2019-05-28
Category : Games & Activities
ISBN : 9780429655944

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Japanese Culture Through Videogames by Rachael Hutchinson Pdf

Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.

Cyber Defense Mechanisms

Author : Gautam Kumar,Dinesh Kumar Saini,Nguyen Ha Huy Cuong
Publisher : CRC Press
Page : 216 pages
File Size : 42,6 Mb
Release : 2020-09-20
Category : Computers
ISBN : 9781000171921

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Cyber Defense Mechanisms by Gautam Kumar,Dinesh Kumar Saini,Nguyen Ha Huy Cuong Pdf

This book discusses the evolution of security and privacy issues and brings related technological tools, techniques, and solutions into one single source. The book will take readers on a journey to understanding the security issues and possible solutions involving various threats, attacks, and defense mechanisms, which include IoT, cloud computing, Big Data, lightweight cryptography for blockchain, and data-intensive techniques, and how it can be applied to various applications for general and specific use. Graduate and postgraduate students, researchers, and those working in this industry will find this book easy to understand and use for security applications and privacy issues.