The Videogame Style Guide And Reference Manual

The Videogame Style Guide And Reference Manual 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 The Videogame Style Guide And Reference Manual book. This book definitely worth reading, it is an incredibly well-written.

The Videogame Style Guide and Reference Manual

Author : Kyle Orland,Dave Thomas,Scott Steinberg
Publisher : Lulu.com
Page : 107 pages
File Size : 42,9 Mb
Release : 2007
Category : Games & Activities
ISBN : 9781430313052

Get Book

The Videogame Style Guide and Reference Manual by Kyle Orland,Dave Thomas,Scott Steinberg Pdf

Journalists, stop playing guessing games! Inside the answers to your most pressing questions await: Videogame, one word or two? Xbox, XBox or X-box? What defines a good game review? Fitting neatly between The AP Stylebook and Wired Style, The Videogame Style Guide and Reference Manual is the ultimate resource for game journalists and the first volume to definitively catalogue the breathtaking multibillion-dollar game industry from A to Z. Includes official International Game Journalists Association rules for grammar, spelling, usage, capitalization and abbreviations, plus proven tips and guidelines for producing polished, professional prose about the world's most exciting entertainment biz. Exploring the field from yesterday's humble origins to tomorrow's hottest trends, The Videogame Style Guide and Reference Manual contains all the tools you need to realize a distinguished career in game journalism.

Bridging Literacies with Videogames

Author : Hannah R. Gerber,Sandra Schamroth Abrams
Publisher : Springer
Page : 210 pages
File Size : 52,7 Mb
Release : 2014-09-23
Category : Education
ISBN : 9789462096684

Get Book

Bridging Literacies with Videogames by Hannah R. Gerber,Sandra Schamroth Abrams Pdf

Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.

The Video Game Theory Reader 2

Author : Bernard Perron,Mark J.P. Wolf
Publisher : Routledge
Page : 453 pages
File Size : 40,7 Mb
Release : 2008-11-19
Category : Games & Activities
ISBN : 9781135895181

Get Book

The Video Game Theory Reader 2 by Bernard Perron,Mark J.P. Wolf Pdf

The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

The Book of Games

Author : Bendik Stang
Publisher : Book of Games
Page : 397 pages
File Size : 51,6 Mb
Release : 2007
Category : Computer games
ISBN : 9788299737821

Get Book

The Book of Games by Bendik Stang Pdf

This second volume is a compendium of video game synopses as well as a feast for the eyes with literally thousands of vivid, high-resolution screen shots; it provides a comprehensive visual tour through the world of PC and video gaming. Sorted by genre, more than 100 of the latest, most exciting software titles are reviewed with information of interest to players, parents, and industry professionals. Each game is featured in a two-page spread that includes detailed game summaries, analysis, and strategies; nine in-game screen shots; lists of games with similar skill and strategy requirements; appropriate age ran≥ notes ESRB content ratings; complete technological specifications; and more. Feature stories are included throughout the book, covering game-related topics such as multiplayer online gaming, games in movies, and the future of gaming. The book also includes useful reference tools such as an illustrated glossary, an overview of game publishers, and information on current hardware platforms such as Sony's new PS3, Nintendo's Wii, and handheld systems, including the Nintendo DS and Sony PSP.

Videogames, Libraries, and the Feedback Loop

Author : Sandra Schamroth Abrams,Hannah R. Gerber
Publisher : Emerald Group Publishing
Page : 152 pages
File Size : 53,5 Mb
Release : 2021-04-22
Category : Language Arts & Disciplines
ISBN : 9781800715059

Get Book

Videogames, Libraries, and the Feedback Loop by Sandra Schamroth Abrams,Hannah R. Gerber Pdf

Offering a fresh understanding of the learning potential of youth videogaming in public libraries, and delving into research-based accounts which showcase feedback mechanisms that nurture meaningful learning, Abrams and Gerber equip readers to re-envision library programming that specifically features youth videogame play.

Encyclopedia of Video Games [3 volumes]

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 1365 pages
File Size : 54,9 Mb
Release : 2021-05-24
Category : Games & Activities
ISBN : 9781440870200

Get Book

Encyclopedia of Video Games [3 volumes] by Mark J. P. Wolf Pdf

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Get Rich Playing Games

Author : Scott Steinberg
Publisher : Lulu.com
Page : 195 pages
File Size : 43,7 Mb
Release : 2007
Category : Games
ISBN : 9781430320289

Get Book

Get Rich Playing Games by Scott Steinberg Pdf

GET PAID TO PLAY! 30 years in the making, the first book to offer everything you need to go from rags to riches in the fabulous videogame industry is here - are you ready to nail the ultimate high score? A must-have for anyone seeking a career in game art, design, audio, programming, marketing, journalism and sales! Learn how to break into the business and hit the jackpot from industry legends including Shigeru Miyamoto, Sid Meier, Trip Hawkins, Will Wright and more! Foreword by Atari founder Nolan Bushnell."Finally, a book that shows you how to make all your dreams come true - and make serious money doing it!" -Brian Fargo, Founder, Interplay/InXile Ent."Reveals the secrets of playing to win... and how to do it making great games!" -"Wild Bill" Stealey, Founder, MicroProse/Int. Magic"A must-read... The first book on the videogame business that's both insightful and entertaining." -Ed Zobrist, President, Sierra Online

Computer Games and Technical Communication

Author : Jennifer deWinter,Ryan M. Moeller
Publisher : Routledge
Page : 334 pages
File Size : 51,6 Mb
Release : 2016-05-23
Category : Language Arts & Disciplines
ISBN : 9781317162612

Get Book

Computer Games and Technical Communication by Jennifer deWinter,Ryan M. Moeller Pdf

Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.

CityVille For Dummies

Author : Kyle Orland,Michelle Oxman
Publisher : John Wiley & Sons
Page : 288 pages
File Size : 51,9 Mb
Release : 2011-05-18
Category : Computers
ISBN : 9781118107904

Get Book

CityVille For Dummies by Kyle Orland,Michelle Oxman Pdf

Learn to build and play CityVille to its full potential! You don't have to move to the city?just build one! Free to play, CityVille is a real-time simulation game that is available on Facebook and is the latest online game craze. As the only how-to beginner guide for new and current players, this helpful book walks you through the process of building a city from the ground up while acting as the city leader. You'll learn how to clear land, assemble roads, construct buildings, ship and import goods, trade with others, interact with the city's residents, and visit neighboring cities. Vibrant full-color images throughout portray the game graphics and help to accurately display the differences between the various elements of the player's city. Serves as an ideal introduction to the popular online game, CityVille Walks you through customizing your city leader avatar, clearing land for your city, and constructing roads Demonstrates how to erect buildings and restaurants, run sales at your businesses, and expand your city to include doctors, police officers, firefighters, and business owners Addresses importing and exporting from other countries, planting and harvesting crops to keep restaurants stocked, interacting with neighboring cities, and more Zeroes in on dealing with technical issues Even if you're a country mouse at heart, this guide to CityVille will take you on an entertaining urban journey!

Approaches to Videogame Discourse

Author : Astrid Ensslin,Isabel Balteiro
Publisher : Bloomsbury Publishing USA
Page : 331 pages
File Size : 40,6 Mb
Release : 2019-05-02
Category : Social Science
ISBN : 9781501338465

Get Book

Approaches to Videogame Discourse by Astrid Ensslin,Isabel Balteiro Pdf

The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games. In the first section, “Lexicology, Localisation and Variation,” chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. “Player Interactions” moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, “Beyond the 'Text',” scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies. With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.

Debugging Game History

Author : Henry Lowood,Raiford Guins
Publisher : MIT Press
Page : 465 pages
File Size : 43,7 Mb
Release : 2024-02-06
Category : Games & Activities
ISBN : 9780262551106

Get Book

Debugging Game History by Henry Lowood,Raiford Guins Pdf

Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

Entertainment Computing – ICEC 2023

Author : Paolo Ciancarini,Angelo Di Iorio,Helmut Hlavacs,Francesco Poggi
Publisher : Springer Nature
Page : 531 pages
File Size : 52,7 Mb
Release : 2023-12-15
Category : Computers
ISBN : 9789819982486

Get Book

Entertainment Computing – ICEC 2023 by Paolo Ciancarini,Angelo Di Iorio,Helmut Hlavacs,Francesco Poggi Pdf

This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers and 5 short papers presented in this book were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. .

Narratives of Power in the Ancient World

Author : Urška Furlan,Thomas Alexander Husøy,Henry Bohun
Publisher : Cambridge Scholars Publishing
Page : 285 pages
File Size : 53,6 Mb
Release : 2022-09-30
Category : Social Science
ISBN : 9781527582767

Get Book

Narratives of Power in the Ancient World by Urška Furlan,Thomas Alexander Husøy,Henry Bohun Pdf

This volume showcases ways of displaying power in the Ancient world from Egypt’s 18th Dynasty, encompassing ancient Greece, until the Sassanian Empire. It looks at how power was understood as the ability to influence others or events. This premise is applied to the Ancient world, analysing a variety of evidence and narratives from this period. The contributors explore the topic through themes such as art, mythology, literature, archaeology, and identity.

FarmVille For Dummies

Author : Angela Morales,Kyle Orland
Publisher : John Wiley & Sons
Page : 372 pages
File Size : 40,7 Mb
Release : 2011-01-31
Category : Computers
ISBN : 9781118061350

Get Book

FarmVille For Dummies by Angela Morales,Kyle Orland Pdf

The only how-to, full-color book available on the game sensation FarmVille With more than 80 million active players since the game?s release in 2009, there seems no end to the growing popularity of FarmVille. Whether accessed through the Facebook application or from the game?s Web site, this application is a worldwide phenomenon. Yet, there has been no beginner guide that offers an introduction to newcomers and updates to experienced players?until now. FarmVille For Dummies is aimed at getting novices acquainted with FarmVille rules and regulations, while more savvy players can sharpen their skills and find out how to stay up to date on the latest FarmVille features. You?ll discover how to download the app, create a farmer avatar, and establish your first farm. Then you?ll progress to finding neighbors, purchasing farm cash and coins, shopping at the market, and more. Serves as an ideal introductory guide to the wildly popular online game of FarmVille Walks you through downloading the app either via Facebook, Yahoo!, or your mobile device Details how to find neighbors and interact with them, purchase farm cash and coins, shop at the market, and choose a profession Highlights ways to earn ribbons, construct buildings, and become a co-op farmer Helps you deal with technical issues Author is the founder and creator of the largest FarmVille fan site You can bet the farm that FarmVille For Dummies will help you take your gaming skills to the next level!

Beyond Fun

Author : Drew Davidson
Publisher : Lulu.com
Page : 208 pages
File Size : 41,8 Mb
Release : 2008
Category : Computers
ISBN : 9780557007509

Get Book

Beyond Fun by Drew Davidson Pdf

This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. A facet of this project is the interactive and collaborative method in which it was created. Instead of separated individual articles, the authors and editors have orchestrated the articles together, reading and writing as a whole so that the concepts across the articles resonate with each other. It is our intention that this text will serve as the basis of many more discussions across conference panels, online forums and interactive media that in turn will engender more special collaborative issues and texts.