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The Video Games Guide

The Video Games Guide PDF
Author: Matt Fox
Publisher: McFarland
ISBN: 078647257X
Size: 45.38 MB
Format: PDF
Category : Games
Languages : en
Pages : 416
View: 896

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"The Video Games Guide is the world's most comprehensive reference book on computer and video games. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review of the game itself"--Provided by publisher.

The Video Games Guide

The Video Games Guide PDF
Author: Matt Fox
Publisher: Boxtree, Limited
ISBN: 9780752226255
Size: 11.58 MB
Format: PDF, ePub
Category : Computer games
Languages : en
Pages : 550
View: 1320

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The first ever comprehensive guide to computer and video games, from the earliest arcade classics right up to the present-day hits.

Games Are Not

Games are Not PDF
Author: David Myers
Publisher:
ISBN: 9781526121653
Size: 19.44 MB
Format: PDF, Kindle
Category : GAMES & ACTIVITIES
Languages : en
Pages : 214
View: 695

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In Game are not, David Myers demonstrates that current controversies and conflicts surrounding the meanings and effects of videogames are not going away; they are essential properties of the game's unique and paradoxical aesthetic form: a form critical to human creativity, knowledge, and sustenance of the species.

The Witcher 3 Wild Hunt

The Witcher 3  Wild Hunt PDF
Author: David Hodgson
Publisher: Prima Games
ISBN: 9780804161596
Size: 44.68 MB
Format: PDF, Kindle
Category : Games
Languages : en
Pages : 496
View: 1694

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• Never Get Lost - labeled maps show all points of interest for each area. • All The Endings - complete details on the steps that need to be taken to unlock all 36 endings. • 100% Completion - full details on how to unlock each trophy and achievement. • Robust eGuide - purchase of the print guide includes full access to the eGuide, which features searchable tables, interactive maps and video strategy.

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: 55.54 MB
Format: PDF, ePub, Mobi
Category : Games & Activities
Languages : en
Pages : 1288
View: 3331

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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

Level Up The Guide To Great Video Game Design

Level Up  The Guide to Great Video Game Design PDF
Author: Scott Rogers
Publisher: John Wiley & Sons
ISBN: 1118877195
Size: 78.10 MB
Format: PDF, Mobi
Category : Computers
Languages : en
Pages : 552
View: 970

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Want to design your own video games? Let expert Scott Rogers show you how! If you want to design and build cutting-edge video games but aren’t sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game’s pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including: Developing your game design from the spark of inspiration all the way to production Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged Creating games for mobile and console systems – including detailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with the help of brand new examples Level Up! 2nd Edition is includes all-new content, an introduction by David “God of War” Jaffe and even a brand-new chili recipe –making it an even more indispensable guide for video game designers both “in the field” and the classroom. Grab your copy of Level Up! 2nd Edition and let’s make a game!

The Medium Of The Video Game

The Medium of the Video Game PDF
Author: Mark J. P. Wolf
Publisher: University of Texas Press
ISBN: 0292786646
Size: 50.80 MB
Format: PDF
Category : Games & Activities
Languages : en
Pages : 223
View: 979

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Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

Best Before

Best Before PDF
Author: James Newman
Publisher: Routledge
ISBN: 0415577918
Size: 63.35 MB
Format: PDF
Category : Social Science
Languages : en
Pages : 183
View: 1990

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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.

Video Games

Video Games PDF
Author: Kevin Hile
Publisher: Greenhaven Publishing LLC
ISBN: 1420503065
Size: 75.60 MB
Format: PDF, Kindle
Category : Young Adult Nonfiction
Languages : en
Pages : 104
View: 5105

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The evolution of the video game is incredible; from a two-colored screen with paddle and pong to fully immersive alternate playing worlds, it is one technology that seems to be constantly evolving. This volume explains the history of video games, the considerations of their impact on players and society, and how they can be used as educational tools. Readers will learn about the future of video games as well.

Poker Games Guide Texas Hold Em Poker

Poker Games Guide   Texas Hold  em Poker PDF
Author: Nicolae Sfetcu
Publisher: Nicolae Sfetcu
ISBN:
Size: 70.85 MB
Format: PDF, Docs
Category : Games
Languages : en
Pages :
View: 6992

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This book is an introduction to the poker game, emphasizing on the Texas Hold 'em Poker, the betting structure, poker variants, poker strategy and specific poker tournaments. The popularity of poker (mainly the no-limit Texas hold'em) reached an unprecedented peak in the 2000s. This "poker boom" is attributed to several factors: the invention of online poker, the television broadcast tournaments (with miniature cameras revealing the cards), the presentation of the online poker sites in television commercials, and victory in 2003 of Chris Moneymaker at the World Series of Poker. Not only the public can now follow the actions of the tournaments on television, turning this game in the sporting spectacle, but it can also be played directly from home. The spread of tournaments such as the World Series of Poker and the World Poker Tour created a strong following among television program providers by cable or satellite. Because of the hype, professional players have become celebrities, with many fans around the world participating in tournaments in the hope of being confronted with these celebrities. Poker is played in many variations but there are three large families. They differ firstly by the way of distribution of playing cards. Cards can be shared by all players or private for each player. They can also be closed (visible only by the owner of cards) or open (visible to all). There are also differences in the game base on stakes. The winning hands can be high, low or both (high/low). In some embodiments where poker is played high and low hands, certain conditions are imposed on low hands. For example, a player's hand can not contain card over eight (eight or better), or aces can count only as high card (deuce to seven). Poker is a microcosm of all we admire and disdain about capitalism and democracy. It can be rough-hewn or polished, warm or cold, charitable and caring or hard and impersonal. It is fickle and elusive, but ultimately it is fair, and right, and just. -- Lou Krieger

Far Cry 3

Far Cry 3 PDF
Author: Thomas Hindmarch
Publisher:
ISBN: 9780307890436
Size: 75.31 MB
Format: PDF, Kindle
Category : Games
Languages : en
Pages : 271
View: 912

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• Make it your islands – Fully detailed maps showing the locations of all safe houses, radio towers, relics and more. • Easy to follow walkthrough – Step-by-step coverage for Story Mode and Side Missions give you the edge you need to survive on the islands. • Master your craft – In depth list of Items and how to craft all of them. • Know your weapon – Stats and Mods for every weapon in the game help you chose the best tool for the job. • Max gamer score – Learn where and how to unlock all achievements/trophies • Go beyond the game – See the island like never before with incredible high-res panoramics, exclusive concept art and behind the scenes developer commentary.

Rating Video Games

Rating Video Games PDF
Author: United States
Publisher:
ISBN:
Size: 41.22 MB
Format: PDF, Mobi
Category : Government publications
Languages : en
Pages : 251
View: 3214

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The Attention Merchants

The Attention Merchants PDF
Author: Tim Wu
Publisher: Atlantic Books
ISBN: 1782394842
Size: 79.38 MB
Format: PDF, ePub, Mobi
Category : Social Science
Languages : en
Pages : 403
View: 3176

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Attention merchant: an industrial-scale harvester of human attention. A firm whose business model is the mass capture of attention for resale to advertisers. In nearly every moment of our waking lives, we face a barrage of advertising enticements, branding efforts, sponsored social media, commercials and other efforts to harvest our attention. Over the last century, few times or spaces have remained uncultivated by the 'attention merchants', contributing to the distracted, unfocused tenor of our times. Tim Wu argues that this is not simply the byproduct of recent inventions but the end result of more than a century's growth and expansion in the industries that feed on human attention. From the pre-Madison Avenue birth of advertising to TV's golden age to our present age of radically individualized choices, the business model of 'attention merchants' has always been the same. He describes the revolts that have risen against these relentless attempts to influence our consumption, from the remote control to FDA regulations to Apple's ad-blocking OS. But he makes clear that attention merchants grow ever-new heads, and their means of harvesting our attention have given rise to the defining industries of our time, changing our nature - cognitive, social, and otherwise - in ways unimaginable even a generation ago.

Game After

Game After PDF
Author: Raiford Guins
Publisher: MIT Press
ISBN: 0262019981
Size: 80.18 MB
Format: PDF
Category : Games & Activities
Languages : en
Pages : 355
View: 784

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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.