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Computer Gaming World

Computer Gaming World PDF
Author:
Publisher:
ISBN:
Size: 79.41 MB
Format: PDF, Docs
Category : Computer games
Languages : en
Pages :
View: 7308

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Computer Gaming World S Why Won T This Game Work

Computer Gaming World s Why Won t This      Game Work PDF
Author: Denny Atkin
Publisher: Brady
ISBN: 9781566865807
Size: 32.66 MB
Format: PDF
Category : Games & Activities
Languages : en
Pages : 163
View: 7112

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PC Gaming: Computer Gaming World's Instant Expert Guide covers everything new game players need to know, such as game genres, terminology, ratings, and new technology, as well as hardware needs, accessories, and how to troubleshoot the most common problems. The free CD includes hot game demos, such as Quake, Star Trek Generations and Command & Conquer Red Alert, which are attractive to avid players, but will also serve as a "try-before-you-buy" sampler for new gamers.

Computer Gaming World

Computer Gaming World PDF
Author:
Publisher:
ISBN:
Size: 26.63 MB
Format: PDF, ePub
Category : Computer games
Languages : en
Pages :
View: 5428

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Play Redux

Play Redux PDF
Author: David Myers
Publisher: University of Michigan Press
ISBN: 0472900390
Size: 75.51 MB
Format: PDF
Category : Games & Activities
Languages : en
Pages : 192
View: 1974

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"Play Redux excels in tying together intellectual traditions that are rooted in literary studies, cognitive science, play studies and several other fields, thereby creating a logical whole. Through this, the book makes service to several academic communities by pointing out their points of contact. This is clearly an important contribution to a growing academic field, and will no doubt become important in many future discussions about digital games and play." ---Frans Mäyrä, University of Tampere, Finland "David Myers has researched video games longer than anyone else. Play Redux shows him continually relevant, never afraid of courting controversy." ---Jesper Juul, IT University of Copenhagen, Denmark Play Redux is an ambitious description and critical analysis of the aesthetic pleasures of video game play, drawing on early twentieth-century formalist theory and models of literature. Employing a concept of biological naturalism grounded in cognitive theory, Myers argues for a clear delineation between the aesthetics of play and the aesthetics of texts. In the course of this study, Myers asks a number of interesting questions: What are the mechanics of human play as exhibited in computer games? Can these mechanisms be modeled? What is the evolutionary function of cognitive play, and is it, on the whole, a good thing? Intended as a provocative corrective to the currently ascendant, if not dominant, cultural and ethnographic approach to game studies and play, Play Redux will generate interest among scholars of communications, new media, and film. David Myers is Reverend Aloysius B. Goodspeed Distinguished Professor at the School of Mass Communication, Loyola University New Orleans.

Gen Chuck Yeager S Air Combat Handbook

Gen Chuck Yeager s Air Combat Handbook PDF
Author: Russell Sipe
Publisher:
ISBN: 9781559581530
Size: 26.25 MB
Format: PDF, Kindle
Category : Games
Languages : en
Pages : 240
View: 5094

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This book, written with the cooperation of Chuck Yeager himself, offers a combination of advanced game air combat skills based on actual interviews with Yeager, his fellow pilots, and the designers of the game. It simulates flying P-51s against Germany, F-86 and MIG-15 in missions over Korea, and F-4 Phantoms and MiC-21 Fishbeds over Vietnam.

Video Game Magazines

Video Game Magazines PDF
Author: Source Wikipedia
Publisher: University-Press.org
ISBN: 9781230588544
Size: 36.65 MB
Format: PDF, ePub
Category :
Languages : en
Pages : 122
View: 998

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Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 120. Chapters: Commodore User, Sonic the Comic, Nintendo Power, Amstrad Action, Amiga Power, Electronic Gaming Monthly, GamePro, Your Sinclair, GameCentral, PC Gamer, GameNOW, Nintendo Magazine System, Club Nintendo, PlayStation Official Magazine, Game Informer, PC Magazine, Next Generation Magazine, PC PowerPlay, Nintendo Player's Guide, PC Zone, GameFan, Official Xbox Magazine, Zzap!64, Amstrad Computer User, Official Nintendo Magazine, Igromania, Tips & Tricks, Computer Gaming World, Custom PC, Expert Gamer, Pocket Gamer, Personal Computer World, PC Format, PiQ, PlayStation Underground, The Escapist, Crash, TurboPlay, The One, Amiga Format, Atomic, FirstPlay, Comics and Gaming Monthly, Donya ye Bazi, GMR, Sega Force, Amusement, Commodore Format, Hyper, PlayStation: The Official Magazine, Commodore Force, Digit, Game Zero magazine, Super Play, Sinclair User, DC-UK, GameWeek Magazine, Sega Power, E-ON Magazine, Power Unlimited, Games for Windows: The Official Magazine, Computer Games Magazine, Gamereactor, PSM3, VideoGames & Computer Entertainment, ACE, Hardcore Gamer, Game Players, PC Mania, Game Developer, GameStar, Pelit, F1 Magazine, Atari User, GameGO!, Atari Age, SKOAR!, Personal Computer Games, Pcplayer, Aktueller Software Markt, List of Atari Age issues, Pelaaja, ST Action, X360, ST/Amiga Format, Canard PC, Market for Home Computing and Video Games, Sega Visions, ST Format, Gameplay, Sega Zone, Fast Track, CPC Attack, Official Dreamcast Magazine, Nintendo Fun Club, Xbox World 360, EGM, Top Secret, Amtix!, Game World Navigator, Official PlayStation Magazine, Commodore Disk User, Amiga Force, Commodore Power Play, Atomix, Flux Magazine, Mega Drive Advanced Gaming, Bazinama, MMO Games Magazine, Mega Zone, Now Playing Magazine, Classic Gamer, Amiga Computing, Electronic Games, Computer Game Review, Amiga Active, Amiga...

Pc Gaming World Online

PC Gaming World Online PDF
Author:
Publisher:
ISBN:
Size: 20.11 MB
Format: PDF
Category :
Languages : en
Pages :
View: 1999

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Features the monthly magazine, "PC Gaming World," published by Ziff-Davis UK Ltd. The publication focuses on computer games. Includes select reviews, previews and current feature articles. Lists the contents of the current issue. Links to related sites on action, adventure, and sports games as part of GameSpot UK, a service of Ziff-Davis UK Ltd. headquartered in London, England. Lists release dates of new games and offers a free newsletter. Contains a topical search by keyword. Posts contact information via mailing address and telephone number. Posts subscription information for the magazine.

Computer Games

Computer Games PDF
Author: Blair Carter
Publisher: Nova Publishers
ISBN: 9781590335260
Size: 76.59 MB
Format: PDF
Category : Computers
Languages : en
Pages : 157
View: 5385

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Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.

Egods

eGods PDF
Author: William Sims Bainbridge
Publisher: Oxford University Press
ISBN: 0199323712
Size: 15.86 MB
Format: PDF, Kindle
Category : Social Science
Languages : en
Pages : 336
View: 4585

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What is the relationship between religion and multi-player online roleplaying games? Are such games simply a secular distraction from traditional religious practices, or do they in fact offer a different route to the sacred? In eGods, a leading scholar in the study of virtual gameworlds takes an in-depth look at the fantasy religions of 41 games and arrives at some surprising conclusions. William Sims Bainbridge investigates all aspects of the gameworlds' religious dimensions: the focus on sacred spaces; the prevalence of magic; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the gameworlds (and how this relates to cults in the real world); the predominance of polytheism; and, of course, how gameworld religions depict death. As avatars are multiple and immortal, death is merely a minor setback in most games. Nevertheless, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Examining EverQuest II, Lord of the Rings Online, Rift, World of Warcraft, Star Wars: The Old Republic, and many others, Bainbridge contends that gameworlds offer a new perspective on the human quest, one that combines the arts, simulates many aspects of real life, and provides meaningful narratives about achieving goals by overcoming obstacles. Indeed, Bainbridge suggests that such games take us back to those ancient nights around the fire, when shadows flickered and it was easy to imagine the monsters conjured by the storyteller lurking in the forest. Arguing that gameworlds reintroduce a curvilinear model of early religion, where today as in ancient times faith is inseparable from fantasy, eGods shows how the newest secular technology returns us to the very origins of religion so that we might "arrive where we started and know the place for the first time."

Intermedia Games Games Inter Media

Intermedia Games   Games Inter Media PDF
Author: Michael Fuchs
Publisher: Bloomsbury Publishing USA
ISBN: 1501330500
Size: 49.18 MB
Format: PDF, ePub, Mobi
Category : Social Science
Languages : en
Pages : 296
View: 7058

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This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

Raising The Stakes

Raising the Stakes PDF
Author: T. L. Taylor
Publisher: MIT Press
ISBN: 0262300478
Size: 41.91 MB
Format: PDF, Kindle
Category : Games & Activities
Languages : en
Pages : 336
View: 4509

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How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.

Encyclopedia Of Video Games The Culture Technology And Art Of Gaming 2nd Edition 3 Volumes

Encyclopedia of Video Games  The Culture  Technology  and Art of Gaming  2nd Edition  3 volumes  PDF
Author: Mark J. P. Wolf
Publisher: ABC-CLIO
ISBN: 1440870209
Size: 57.24 MB
Format: PDF, ePub
Category : Games & Activities
Languages : en
Pages : 1288
View: 4383

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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. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games

High Score

High Score  PDF
Author: Rusel DeMaria
Publisher: McGraw-Hill Osborne Media
ISBN: 0072231726
Size: 79.62 MB
Format: PDF, ePub, Mobi
Category : Games
Languages : en
Pages : 392
View: 996

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Explores the history of video and computer games and discusses the changes they have made in both the business world and popular culture.

Secrets Of The Playstation Portable

Secrets of the PlayStation Portable PDF
Author: Joel Durham Jr.
Publisher: Pearson Education
ISBN: 0132797755
Size: 11.12 MB
Format: PDF, Kindle
Category : Games & Activities
Languages : en
Pages : 240
View: 1952

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With over 13 million shipped, the Sony PlayStation Portable, or PSP, is one of the fastest selling game consoles in history. In this essential guide, gaming expert Joel Durham, Jr. shows readers how to get the most out of this revolutionary handheld game console. After an initial tour around the interface, Joel will introduce the readers to the multimedia possibilities of the PSP, including gaming, movie playback, organizing and playing music, organizing and displaying photographs, and web surfing and RSS. In addition he will walk readers through how to use the device on a network, how to get the most life from the battery, how to pick a headset, how to set up a WLAN and more.

The Ethics Of Computer Games

The Ethics of Computer Games PDF
Author: Miguel Sicart
Publisher: MIT Press
ISBN: 0262261537
Size: 57.12 MB
Format: PDF, Mobi
Category : Social Science
Languages : en
Pages : 272
View: 5510

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Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.