The Wild World Of Gaming Culture

The Wild World Of Gaming Culture 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 Wild World Of Gaming Culture book. This book definitely worth reading, it is an incredibly well-written.

The Wild World of Gaming Culture

Author : Arie Kaplan
Publisher : Millbrook Press
Page : 32 pages
File Size : 46,7 Mb
Release : 2017-01-01
Category : Juvenile Nonfiction
ISBN : 9781512457926

Get Book

The Wild World of Gaming Culture by Arie Kaplan Pdf

Audisee® eBooks with Audio combine professional narration and sentence highlighting for an engaging read aloud experience! Just how dedicated can gamers be? Video games inspire people to write fan fiction, draw characters, and even dress up in costume to act out video game scenes. Read this book and dive into gaming culture. Whether you like to read comics, write stories, perform in plays, make music, create movies, or dress up in wacky outfits, video gaming culture has got something for everyone!

Online Battle Arena Esports

Author : Daniel Mauleon
Publisher : Capstone Press
Page : 33 pages
File Size : 52,9 Mb
Release : 2019-08
Category : Juvenile Nonfiction
ISBN : 9781543573664

Get Book

Online Battle Arena Esports by Daniel Mauleon Pdf

You don't need to wield huge weapons, wear armor, or cast powerful magic in real life to defeat your opponents and claim the prize. With plenty of practice, quick reflexes, and great teamwork, players of League of Legends, Dota 2, and other multiplayer online battle arena games can hit the big-time on the esports scene. Championship titles, fame, and enormous cash prizes await the very best players. But it takes a lot of hard work to become the best. Learn all about MOBA game esports leagues and what it takes to compete full-time as a professional esport gamer.

The Awesome Inner Workings of Video Games

Author : Arie Kaplan
Publisher : Lerner Publications
Page : 36 pages
File Size : 52,5 Mb
Release : 2013-10-01
Category : Juvenile Nonfiction
ISBN : 9781467712507

Get Book

The Awesome Inner Workings of Video Games by Arie Kaplan Pdf

Gamers, beware?your video games can think for themselves! Ever wondered what's inside the plastic of your video game console but don't want to crack it open to find out? Crack open this book instead! You'll learn what computer code looks like, how a game console's "brain" makes decisions, and how its memory allows you to return to play each day without starting from scratch.

The Biggest Names of Video Games

Author : Arie Kaplan
Publisher : Lerner Publications
Page : 36 pages
File Size : 53,6 Mb
Release : 2013-10-01
Category : Juvenile Nonfiction
ISBN : 9781467717809

Get Book

The Biggest Names of Video Games by Arie Kaplan Pdf

Collecting bugs, drawing cartoons, writing plays, studying robotics--these are just some of the hobbies that inspired the creation of video games such as Pokémon and The legend of Zelda. Who are these men and women who helped launch the gaming industry from private computer labs to widely available popular entertainment? Read this book to find out who and what inspired your favorite video games!--Cover.

Global Game Industries and Cultural Policy

Author : Anthony Fung
Publisher : Springer
Page : 340 pages
File Size : 52,7 Mb
Release : 2017-02-10
Category : Political Science
ISBN : 9783319407609

Get Book

Global Game Industries and Cultural Policy by Anthony Fung Pdf

This is the first book that sheds light on global game industries and cultural policy. The scope covers the emerging and converging theory and models on cultural industries and its development, and their connection to national cultural policy and globalization. The primary focus of the book is on Asian cultural policy and industries while there are implicit comparisons throughout the book to compare Asia to other global markets. This book is aimed at advanced undergraduates, graduate students and faculty members in programs addressing cultural policy and digital games. It will also be of interest to those within the cultural policy community and to digital games professionals.

The Crazy Careers of Video Game Designers

Author : Arie Kaplan
Publisher : Lerner Publications
Page : 36 pages
File Size : 51,5 Mb
Release : 2013-10-01
Category : Juvenile Nonfiction
ISBN : 9781467717823

Get Book

The Crazy Careers of Video Game Designers by Arie Kaplan Pdf

You might think that working in the video game industry is all fun and, well...games. Jobs like combat designer and animator sound pretty exciting. But do you know what it really takes to do one of these jobs? Do you have the skills? The knowledge? Are you ready to work hard? Game designers create the images, sounds, and action that gamers enjoy. Find out if you can handle a job in this fast-paced industry.

The Biggest Names of Video Games

Author : Arie Kaplan
Publisher : Lerner Publications ™
Page : 32 pages
File Size : 50,5 Mb
Release : 2017-01-01
Category : Juvenile Nonfiction
ISBN : 9781512452068

Get Book

The Biggest Names of Video Games by Arie Kaplan Pdf

Collecting bugs, drawing cartoons, writing plays, studying robotics—these are just some of the hobbies that inspired the creation of video games such as Pokémon and The Legend of Zelda. Who are these men and women who helped launch the gaming industry from private computer labs to widely available popular entertainment? Read this book to find out who and what inspired your favorite video games!

Women and Video Game Modding

Author : Bridget Whelan,Matthew Wilhelm Kapell
Publisher : McFarland
Page : 217 pages
File Size : 50,5 Mb
Release : 2020-01-24
Category : Games & Activities
ISBN : 9781476667430

Get Book

Women and Video Game Modding by Bridget Whelan,Matthew Wilhelm Kapell Pdf

The world of video games has long revolved around a subset of its player base: straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying the games. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This is a collection of new essays on the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity.

Exploring Animal Crossing

Author : Bruce Baer Arnold
Publisher : Anthem Press
Page : 144 pages
File Size : 54,7 Mb
Release : 2024-06-11
Category : Law
ISBN : 9781839980084

Get Book

Exploring Animal Crossing by Bruce Baer Arnold Pdf

Animal Crossing is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID-19, gamification of offline brands, relationships with past/contemporary computer games, and Animal Crossing as an example of the Japanification of online popular culture. The book provides insights for students, researchers and non-specialist readers.

Ludoliteracy

Author : José P. Zagal
Publisher : Lulu.com
Page : 164 pages
File Size : 49,9 Mb
Release : 2010
Category : Education
ISBN : 9780557277919

Get Book

Ludoliteracy by José P. Zagal Pdf

On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.

Culture at Play: How Video Games Influence and Replicate Our World

Author : Anonim
Publisher : BRILL
Page : 152 pages
File Size : 44,5 Mb
Release : 2020-11-16
Category : Social Science
ISBN : 9789004439788

Get Book

Culture at Play: How Video Games Influence and Replicate Our World by Anonim Pdf

What is video game culture? This volume avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture.

Videogame Cultures and the Future of Interactive Entertainment

Author : Daniel Riha
Publisher : BRILL
Page : 121 pages
File Size : 41,8 Mb
Release : 2020-04-14
Category : Social Science
ISBN : 9781848880405

Get Book

Videogame Cultures and the Future of Interactive Entertainment by Daniel Riha Pdf

The chapters in this volume reflect the debates that progressed during the 1st Global Conference on Videogames Cultures and the Future of Interactive Entertainment, held as a part of Cyber Hub activity at Mansfield College, Oxford, United Kingdom in July 2009. Accordingly, the edited collection of papers provides a snapshot of the event.

Intelligent Computer Graphics 2012

Author : Dimitri Plemenos,Georgios Miaoulis
Publisher : Springer
Page : 291 pages
File Size : 42,5 Mb
Release : 2012-08-29
Category : Technology & Engineering
ISBN : 9783642317453

Get Book

Intelligent Computer Graphics 2012 by Dimitri Plemenos,Georgios Miaoulis Pdf

In Computer Graphics, the use of intelligent techniques started more recently than in other research areas. However, during these last two decades, the use of intelligent Computer Graphics techniques is growing up year after year and more and more interesting techniques are presented in this area. The purpose of this volume is to present current work of the Intelligent Computer Graphics community, a community growing up year after year. This volume is a kind of continuation of the previously published Springer volumes “Artificial Intelligence Techniques for Computer Graphics” (2008), “Intelligent Computer Graphics 2009” (2009), “Intelligent Computer Graphics 2010” (2010) and “Intelligent Computer Graphics 2011” (2011). Usually, this kind of volume contains, every year, selected extended papers from the corresponding 3IA Conference of the year. However, the current volume is made from directly reviewed and selected papers, submitted for publication in the volume “Intelligent Computer Graphics 2012”. This year papers are particularly exciting and concern areas like plant modelling, text-to-scene systems, information visualization, computer-aided geometric design, artificial life, computer games, realistic rendering and many other very important themes.

The Republic of Mass Culture

Author : James L. Baughman
Publisher : JHU Press
Page : 328 pages
File Size : 48,6 Mb
Release : 2006
Category : History
ISBN : 0801883156

Get Book

The Republic of Mass Culture by James L. Baughman Pdf

Carefully drawing on interdisciplinary communication research, The Republic of Mass Culture presents a lively analysis of the shifting objectives and challenges of the media industries.

Encyclopedia of Video Games [3 volumes]

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 1173 pages
File Size : 54,6 Mb
Release : 2021-05-24
Category : Games & Activities
ISBN : 9798216161820

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.