Intermedia Games—Games Inter Media Michael Fuchs 2019-02-21 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.
The Culture of Digital Fighting Games Todd Harper 2013-11-26 This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.
Time and Space in Video Games Federico Alvarez Igarzábal 2019-09-30 Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.
Minecraft Gus Crafts 2015-10-23 The Ultimate Minecraft Survival Handbook (With Pictures) Are you ready to become a Minecraft survival master? This book contains tips and strategies on how to survive on Minecraft. This book has easy to follow tips and tricks that will make you unbeatable. This is the only survival handbook you will ever need! Here Is A Preview Of What You'll Learn... Survival Biomes and Villages Gathering Food Cooking Food Making Weapons and Armor Encountering Monsters Raising Animals and Livestock Much, much more!
The Book of Melee Edwin Budding 2019-08-16 Since its 2001 release, Nintendo's crown jewel, "Super Smash Bros. Melee," has inspired multiple generations of players to sustain a grassroots community. The Book of Melee is a deep dive into the universe of competitive Melee, gaming's greatest and most unlikely underdog story.In The Book of Melee, longtime Melee enthusiast and gaming journalist Edwin Budding covers the history of competitive Melee through the lens of its greatest legends, including "The Five Gods of Melee." Simultaneously absurd, heartwarming, and tear-jerking, The Book of Melee tackles the evolution of the most passionate cult following of the 21st century, from crowded restaurant basements to packed arenas.
The Legend of Zelda: Hyrule Historia Eiji Aonuma 2020-04-14 Make sure to check out the other installments in this unparalleled collection of historical information on The Legend of Zelda franchise with the New York Times best selling The Legend of Zelda: Art & Artifacts and The Legend of Zelda: Encyclopedia. Also look for The Legend of Zelda: Breath of the Wild — Creating a Champion for an indepth look at the art, lore, and making of the best selling video game! Dark Horse Books and Nintendo team up to bring you The Legend of Zelda: Hyrule Historia, containing an unparalleled collection of historical information on The Legend of Zelda franchise. This handsome digital book contains never-before-seen concept art, the full history of Hyrule, the official chronology of the games, and much more! Starting with an insightful introduction by the legendary producer and video-game designer of Donkey Kong, Mario, and The Legend of Zelda, Shigeru Miyamoto, this book is crammed full of information about the storied history of Link's adventures from the creators themselves! As a bonus, The Legend of Zelda: Hyrule Historia includes an exclusive comic by the foremost creator of The Legend of Zelda manga — Akira Himekawa!
I Guarantee It George Zimmer 2021-09-21 America knew George Zimmer for one of the most famous slogans in television advertising history: “I guarantee it.” Zimmer rode his promise to lead the Men’s Wearhouse to unimagined success as a retail giant. Now, years removed from his stunning dismissal as leader of the company he founded, I Guarantee It recounts the journey of Zimmer’s rise, the fall of the Men’s Wearhouse, and his personal renewal. For forty-one years, George Zimmer forged a relationship with American men who wanted to like the way they looked without getting too fussy about it. He made them a promise that came straight from the shoulder: “I guarantee it,” he said, and it was ironclad. By the millions, customers walked into The Men’s Wearhouse stores in all fifty states and Canada, where they received “quality, service, and a good price,” where they bought suits, ties, sports coats, and slacks by the tens of billions of dollars. Then a backstabbing — the handpicked board of directors fired Zimmer from the company he had created and developed into the most successful men’s specialty store in world history. Eight years later, Zimmer is back to tell his story: a man raised by a prosperous and loving family, a fun-loving son of the sixties, a merchant, an entrepreneur, a pitchman for the ages. Zimmer’s ouster devastated but did not destroy him. His is a story of hard work and resilience, about a life in business that succeeded beyond belief and followed the Golden Rule. It’s a story that will teach and inspire. He guarantees it.
The Inner Game of Tennis W. Timothy Gallwey 2010-06-30 Master your game from the inside out! With more than 800,000 copies sold since it was first published thirty years ago, this phenomenally successful guide has become a touchstone for hundreds of thousands of people. Not just for tennis players, or even just for athletes in general, this handbook works for anybody who wants to improve his or her performance in any activity, from playing music to getting ahead at work. W. Timothy Gallwey, a leading innovator in sports psychology, reveals how to • focus your mind to overcome nervousness, self-doubt, and distractions • find the state of “relaxed concentration” that allows you to play at your best • build skills by smart practice, then put it all together in match play Whether you're a beginner or a pro, Gallwey's engaging voice, clear examples, and illuminating anecdotes will give you the tools you need to succeed. “Introduced to The Inner Game of Tennis as a graduate student years ago, I recognized the obvious benefits of [W. Timothy] Gallwey's teachings. . . . Whether we are preparing for an inter-squad scrimmage or the National Championship Game, these principles lie at the foundation of our program.”—from the Foreword by Pete Carroll
Time Stands Still Phillip Prodger 2003 This is the companion volume to the Eadweard Muybridge exhibition opening at Stanford, and is the first showing of the pioneering artist's work in 30 years. 195 halftones.
Wake Me Up! Sheet Music Avicii 2013-09-01 (Piano Vocal). This sheet music features an arrangement for piano and voice with guitar chord frames, with the melody presented in the right hand of the piano part as well as in the vocal line.
American Nerd Benjamin Nugent 2008 "American Nerd" explores the concept of nerdiness and the history of the nerd subculture: how they developed and how they have manifested in media, literature, schools, the workplace, and in the general public.
Korea's Online Gaming Empire Dal Yong Jin 2010-10-01 The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.
Game Time Christopher Hanson 2018-03-08 Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating... Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles--including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.
The 3 W's of Life: Women, Wisdom, and Winning at Super Smash Bros Adam Brooks 2018-06-07 A Smasher's guide to navigating through life. The chapters of this book are covered in the reverse order from the title. Here's what you can expect: Winning at Super Smash Bros. - Chapter 1 Learn about the major role mentality plays when it comes to improving at Smash and gain a deeper awareness of how improvement happens. Use these to your advantage to find and understand the ways you should be practising, and clearly understand what's working for others. Wisdom - Chapter 2 Open yourself to new ways of thinking to view life from a different perspective. Develop an understanding of how to create the most fulfilment from your time and make better choices down the road. Learn how to overcome any obstacle and accomplish any goal. Turn life on easy mode, if you will. Women - Chapter 3 Centered on general laws of attraction and the wise approach to relationships. Beneficial to all readers (not just men), but written from a male perspective. Finally make sense of the dynamic that plays within the modern dating world. About the Author So, I know what you're thinking; why me? Well, - I have been ranked #1 in my region for the past 3 years: https://imgur.com/a/Cy8uvao - I am a straight A engineering student & intensely motivated: https://imgur.com/a/QVaC7Vg and, - I am well known for having always been suave with the ladies: https://imgur.com/a/iPJrDpW In the end, it is simply a presentation of wise ideas written in a way best suited for Smashers. Whether you choose to accept them is completely up to you. Nevertheless, I can guarantee there will be at least one thing, if not countless, everyone will take away and make use of for the rest of his or her life.
The Legend of Zelda: Breath of the Wild--Creating a Champion Nintendo 2018-11-20 "Prepare yourself for a thrilling behind-the-scenes exploration into the art and making of one of the most groundbreaking video games of all time -- The Legend of Zelda : Breath of the Wild! Your adventure starts with nearly fifty pages of sketches, promotional illustrations, and character art from illustrator Takumi Wada. Explore three hundred pages of concept art complete with notes and recollections from the developers. Stop and rest awhile as you pore over the history of Hyrule and its peoples as it is known now. Finally, meet the masters themselves as director Hidemaro Fujibayashi, art director Storu Takizawa, illustrator Takumi Wada, and series produce Eiji Aonuma discuss their journey to create a champion!"--Back cover.
Super Smash Bros Melee Game Guide Pro Gamer 2016-04-07 Find tips, tricks, hacks and cheats with our ProGamer eBook guides. Play the game as a pro and beat your opponents to advance further in the game. Complete all levels with ease and find useful insight secrets from professional gamers. Become the expert with this easy to understand eBook gaming guide.
How Games Move Us Katherine Isbister 2016-03-04 An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer's experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train. Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
Things From the Flood Simon Stålenhag 2020-07-07 The basis for the new Amazon Prime Original Series! From the author of the imaginative and “awe-inspiring” (New York Journal of Books) narrative art book The Electric State comes the haunting sequel to his remarkable Tales from the Loop. Welcome back to the Loop. In 1954, the Swedish government ordered the construction of the world’s largest particle accelerator in the pastoral countryside of Mälaröarna. The local population called this marvel of technology The Loop and celebrated its completion. But Mälaröarna and the world would never be the same. Infused with strange machines and unfathomable creatures, Things from the Flood is transcendent look at technology that will stay with you long after you turn the final page.
Video Game Influences on Aggression, Cognition, and Attention Christopher J. Ferguson 2018-08-21 This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.
Understanding Video Game Music Tim Summers 2016-09-08 Understanding Video Game Music develops a musicology of video game music by providing methods and concepts for understanding music in this medium. From the practicalities of investigating the video game as a musical source to the critical perspectives on game music - using examples including Final Fantasy VII, Monkey Island 2, SSX Tricky and Silent Hill - these explorations not only illuminate aspects of game music, but also provide conceptual ideas valuable for future analysis. Music is not a redundant echo of other textual levels of the game, but central to the experience of interacting with video games. As the author likes to describe it, this book is about music for racing a rally car, music for evading zombies, music for dancing, music for solving puzzles, music for saving the Earth from aliens, music for managing a city, music for being a hero; in short, it is about music for playing.
Raising the Stakes T. L. Taylor 2015-01-30 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.
Super Mario Encyclopedia: The Official Guide to the First 30 Years Nintendo 2018-10-23 Power Up! Super Mario Bros. Encyclopedia: The Official Guide to the First 30 Years is jam-packed with content from all seventeen Super Mario games--from the original Super Mario Bros. to Super Mario 3D World. Track the evolution of the Goomba, witness the introduction of Yoshi, and relive your favorite levels. This tome also contains an interview with producer Takashi Tezuka, tips to help you find every coin, star, sun, and mushroom--even explanations of glitches! With information on enemies, items, obstacles, and worlds from over thirty years of Mario, Super Mario Bros. Encyclopedia is the definitive resource for everything Super Mario!
The Legend of Zelda: Art & Artifacts Nintendo 2017-02-21 Make sure to check out the other installments in this unparalleled collection of historical information on The Legend of Zelda franchise with the New York Times best selling The Legend of Zelda: Hyrule Historia and The Legend of Zelda: Encyclopedia. Also look for The Legend of Zelda: Breath of the Wild — Creating a Champion for an indepth look at the art, lore, and making of the best selling video game! The Legend of Zelda™: Art and Artifacts contains over four hundred pages of fully realized illustrations from the entire thirty-year history of The Legend of Zelda™ including artwork from the upcoming The Legend of Zelda™: Breath of the Wild! Every masterwork is printed on high-quality paper in an oversized format so you can immerse yourself in the fine details of each piece. This book includes rare promotional pieces, game box art, instruction booklet illustrations, official character illustrations, sprite art, interviews with the artists, and much, much more! The Legend of Zelda™: Art and Artifacts collects many of your favorite masterpieces from the storied franchise, as well as rare and never before seen content, presented in one handsome hardcover. Select artwork from the entirety of the franchise! A nostalgic look at the past! An exciting look at the future! Interviews with some of the artists behind The Legend of Zelda™ series!
Melee is Broken Aj Rappaport 2020-11-18 In a world where most video game players crave the newest hardware or the latest game, one tight-knit global gaming community, thousands strong, has stood alone for nearly two decades: the competitive Super Smash Bros. Melee (SSBM) scene. SSBM's release for the Nintendo GameCube in 2001 signaled an exciting moment in gaming history: a continuation of the popular Smash Bros. franchise, boasting even more characters and iconography from players' favorite Nintendo properties. Melee is Broken argues that SSBM's unique staying power is sourced from its reliance on hardware objects from the early 2000s, through which new life is breathed into ostensibly "dead" media objects. Through blending textual analysis with artistic research-creation, this book interrogates the ideologies and principles that have sustained the competitive SSBM scene for so many years through examining hardware, software, community discourse, and the formation of universally adopted techniques both in- and out-of-game. This groundbreaking work aims to invite everyone from long-time SSBM competitors to those on the peripheral of SSBM, or even gaming in general, to inquire and learn more about the passion and dedication that defines competitive SSBM.
The Unofficial Legend Of Zelda Cookbook Aimee Wood 2020-07
Buttonless Ryan Rigney 2016-04-19 This book presents some of the most interesting iPhone and iPad games, along with stories of the people behind these games. It describes hundreds of titles, including well-known games and hidden games, and provides insight into the development of games for the iOS platform.
Playing to Win David Sirlin 2006-04-01 Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Platform Capitalism Nick Srnicek 2017-05-23 What unites Google and Facebook, Apple and Microsoft, Siemens and GE, Uber and Airbnb? Across a wide range of sectors, these firms are transforming themselves into platforms: businesses that provide the hardware and software foundation for others to operate on. This transformation signals a major shift in how capitalist firms operate and how they interact with the rest of the economy: the emergence of platform capitalism. This book critically examines these new business forms, tracing their genesis from the long downturn of the 1970s to the boom and bust of the 1990s and the aftershocks of the 2008 crisis. It shows how the fundamental foundations of the economy are rapidly being carved up among a small number of monopolistic platforms, and how the platform introduces new tendencies within capitalism that pose significant challenges to any vision of a post-capitalist future. This book will be essential reading for anyone who wants to understand how the most powerful tech companies of our time are transforming the global economy."
1001 Video Games You Must Play Before You Die Tony Mott 2014 In fewer than fifty years video games have become one of the most popular forms of entertainment. But which are the best games, the ones you must play? Tony Mott, editor of popular gaming magazine Edge, presents 1001 of the best video games from around the world, from Donkey Kong to Doom, and from Frogger to Final Fantasy. Covering everything from old favourites to those breaking new ground, these are the games that should not be missed.
Kirby Manga Mania, Vol. 1 Hirokazu Hikawa 2021-06-08 Kirby and friends get up to yummy hijinks in this delightful manga collection. Join Kirby and his Dream Land friends as they go on zany adventures in manga form! Jump into Dream Land with Kirby and gobble up some fun! Everyone’s favorite pink puff teams up with his friends to keep arch-frenemy King Dedede in line. Fans of all ages can enjoy this collection of classic Kirby comics—just take a deep breath and hop on in!
Which is the heroine? Nina Cole 1870
Nintendo Power Advance Nintendo of America, Incorporated 2002-03
Metaphysics, Epistemology, and Technology Carl Mitcham 2000-12-20 Aims to advance philosophical reflections on technology through a focus on metaphysical and epistemological issues. This book contains chapters by contributors who employ the resources of both the phenomenological and analytical traditions of contemporary philosophy in their work.
Gaming Rhythms Tom Apperley 2009 "Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations." -- Website.
OpTic Gaming H3CZ 2016-05-17 OpTic Gaming, the four-time Call of Duty Major League Gaming Champions and one of the top eSports teams in the world, now takes fans behind the controller—into the game and the minds of the greatest gamers in the world—in this fascinating and unique memoir and insider guide. Emerging on the scene in 2006, OpTic Gaming has dominated the Call of Duty e-sports arena, thanks to the talents of legendary players such as Matt “NaDeSHoT” Haag, the biggest eSports personality on earth; Seth “Scump” Abner, the best Call of Duty player in the world; Midnite, one of the first girl gamers to rise to stardom on YouTube; and Hector “H3CZ” Rodriguez, the team founder and CEO. With over 14 million followers across social platforms like Twitter, Facebook and YouTube, no other team of players in eSports can match OpTic's popularity or ability to bring fans into the game. Now, these remarkable players have collaborated to produce this one-of-a-kind book. In OpTic Gaming, they candidly share their story of becoming Call of Duty's global royalty—ESPN XGAMES, MLG, ESWC and GFINITY champions—laying bare their lives, exploring what it takes to make it in professional gaming, and speaking honestly about the consequences of their newfound fame. These best-of-the-best take you behind the controller, offering insights, knowledge, and strategies to help you improve your shot, master the most complex maps, and conquer the game with the ultimate weapons. Going beyond their number-one game, the team also discusses the rest of their lineups and how to become a champion in any arena. Revealing their go-to strategies, best missions, and favorite challenges, OpTic Gaming brings fans closer to these wildly popular professional gamers more than ever before.
Culture at Play: How Video Games Influence and Replicate Our World 2020-11-16 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.
Fairy Tales by Elias 2015-05-01 Everyone has their favorite fairy tale growing up, but artist Elias Chatzoudis presents us with a more grown-up look at those beloved stories. See the sexier side of Snow White, Tinkerbell, Cinderella, the not-so-Little Mermaid, and all the other legendary characters of yore. Both the pencilled originals and the fully-realized color illustrations are showcased in this exquisite collection.
Metagaming Stephanie Boluk 2017-04-04 The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.
Fallout Kkat 2017-05-05
An Introduction to Game Studies Frans Mäyrä 2008-02-18 An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as 'game' and play' - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as 'culture' and subculture - Analyse the relationship between technology and interactivity and between 'game' and 'reality' - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

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