Gamepro

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GamePro Hot Tips

Author : LeeAnne McDermott
Publisher : Wiley Publishing
Page : 228 pages
File Size : 45,7 Mb
Release : 1990
Category : Computers
ISBN : 1878058010

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GamePro Hot Tips by LeeAnne McDermott Pdf

GamePro

Author : Anonim
Publisher : Unknown
Page : 134 pages
File Size : 43,6 Mb
Release : 2005
Category : Electronic
ISBN : 8210379456XXX

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GamePro by Anonim Pdf

Video Game Art Reader

Author : Tiffany Funk
Publisher : Amherst College Press
Page : 67 pages
File Size : 49,8 Mb
Release : 2022-04
Category : Art
ISBN : 9781943208425

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Video Game Art Reader by Tiffany Funk Pdf

This special edition of the VGA Reader, guest-edited by Christopher W. Totten and Enrica Lovaglio Costello, focuses on the connections between video games and architectural design. Each of the essays in this volume engages in critical investigations that reveal how game spaces evoke meaning, enhance game narratives, and explore unconventional themes. Contributions by Christopher Barney, Enrica Lovaglio Costello, Ross De Vito, Chanelle Mosquera, Zack Ragozzino, Gabriella Santiago, Bobby Schweizer, Christopher W. Totten, Dr. Zöe J. Wood, and Robert Yang.

Final Fantasy VII

Author : Anonim
Publisher : PediaPress
Page : 217 pages
File Size : 47,7 Mb
Release : 2024-05-07
Category : Electronic
ISBN : 8210379456XXX

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Final Fantasy VII by Anonim Pdf

''Chrono'' Series

Author : Anonim
Publisher : PediaPress
Page : 145 pages
File Size : 48,5 Mb
Release : 2024-05-07
Category : Electronic
ISBN : 8210379456XXX

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''Chrono'' Series by Anonim Pdf

The Games Machines

Author : Anonim
Publisher : PediaPress
Page : 919 pages
File Size : 45,5 Mb
Release : 2024-05-07
Category : Electronic
ISBN : 8210379456XXX

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The Games Machines by Anonim Pdf

Serious Games

Author : Ute Ritterfeld,Michael Cody,Peter Vorderer
Publisher : Routledge
Page : 552 pages
File Size : 40,7 Mb
Release : 2009-09-10
Category : Education
ISBN : 9781135848903

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Serious Games by Ute Ritterfeld,Michael Cody,Peter Vorderer Pdf

Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.

Mortal Kombat

Author : David Church
Publisher : University of Michigan Press
Page : 171 pages
File Size : 54,6 Mb
Release : 2022-02-17
Category : Social Science
ISBN : 9780472902620

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Mortal Kombat by David Church Pdf

Upon its premiere in 1992, Midway’s Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent “fatality” moves performed by photorealistic characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consoles. Along the way, it became one of the world’s most iconic fighting games, and formed a transmedia franchise that continues to this day. This book traces Mortal Kombat’s history as an American product inspired by both Japanese video games and Chinese martial-arts cinema, its successes and struggles in adapting to new market trends, and the ongoing influence of its secret-strewn narrative world. After outlining the specific elements of gameplay that differentiated Mortal Kombat from its competitors in the coin-op market, David Church examines the various martial-arts films that inspired its Orientalist imagery, helping explain its stereotypical uses of race and gender. He also posits the games as a cultural landmark from a moment when public policy attempted to intervene in both the remediation of cinematic aesthetics within interactive digital games and in the transition of public gaming spaces into the domestic sphere. Finally, the book explores how the franchise attempted to conquer other forms of media in the 1990s, lost ground to a new generation of 3D games in the 2000s, and has successfully rebooted itself in the 2010s to reclaim its legacy.

Best Before

Author : James A. Newman
Publisher : Routledge
Page : 194 pages
File Size : 43,5 Mb
Release : 2012
Category : Games & Activities
ISBN : 9780415577915

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Best Before by James A. Newman Pdf

Best Before examines how the videogames industry's retail, publishing, technology design, advertising and marketing practices actively produce obsolescence, wearing out and retiring old games to make way for the always new, just out of reach, 'coming soon' title and 'next generation' platform.

Marketing Violent Entertainment to Children

Author : United States. Federal Trade Commission
Publisher : DIANE Publishing
Page : 70 pages
File Size : 50,6 Mb
Release : 2000
Category : Children and violence
ISBN : 9781428952928

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Marketing Violent Entertainment to Children by United States. Federal Trade Commission Pdf

A History of Competitive Gaming

Author : Lu Zhouxiang
Publisher : Routledge
Page : 320 pages
File Size : 50,7 Mb
Release : 2022-05-13
Category : History
ISBN : 9781000588538

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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.

Marketing Violent Entertainment to Children:a one-year follow-up review of industry practices in the motion picture, music recording & electronic game industries:

Author : Anonim
Publisher : DIANE Publishing
Page : 102 pages
File Size : 47,7 Mb
Release : 2006
Category : Children and violence
ISBN : 9781428952881

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Marketing Violent Entertainment to Children:a one-year follow-up review of industry practices in the motion picture, music recording & electronic game industries: by Anonim Pdf

Game Dev Stories Volume 1

Author : David L. Craddock
Publisher : CRC Press
Page : 190 pages
File Size : 54,6 Mb
Release : 2021-08-26
Category : Art
ISBN : 9781000433920

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Game Dev Stories Volume 1 by David L. Craddock Pdf

Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.

Marketing Violent Entertainment to Children: Main report

Author : United States. Federal Trade Commission
Publisher : DIANE Publishing
Page : 116 pages
File Size : 52,8 Mb
Release : 2000
Category : Children and violence
ISBN : 9781428952973

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Marketing Violent Entertainment to Children: Main report by United States. Federal Trade Commission Pdf