More Than a Game Barry Atkins 2003-09-06 Taking its cue from practices of reading texts in literary and cultural studies, this book considers the computer game as a new and emerging mode of contemporary storytelling. In a carefully organized study, Barry Atkins discusses questions of narrative and realism in four of the most significant games of the last decade: Tomb Raider, Half-Life, Close Combat and SimCity. This is a work for both the student of contemporary culture and those game-players who are interested in how computer games tell their stories.
Key Concepts in Public Archaeology Gabriel Moshenska 2017-09-28 This book provides a broad overview of the key concepts in public archaeology, a research field that examines the relationship between archaeology and the public, in both theoretical and practical terms. While based on the long-standing programme of undergraduate and graduate teaching in public archaeology at UCL’s renowned Institute of Archaeology, the book also takes into account the growth of scholarship from around the world and seeks to clarify what exactly ‘public archaeology’ is by promoting an inclusive, socially and politically engaged vision of the discipline. Written for students and practitioners, the individual chapters provide textbook-level introductions to the themes, theories and controversies that connect archaeology to wider society, from the trade in illicit antiquities to the use of digital media in public engagement, and point readers to the most relevant case studies and learning resources to aid their further study. This book was produced as part of JISC's Institution as e-Textbook Publisher project. Find out more athttps://www.jisc.ac.uk/rd/projects/institution-as-e-textbook-publisher Praise for Key Concepts in Archaeology 'Littered throughout with concise and well-chosen case studies, Key Concepts in Public Archaeology could become essential reading for undergraduates and is a welcome reminder of where archaeology sits in UK society today.' British Archaeology
Experiential Marketing Bernd H. Schmitt 2000-12-11 Engaging, enlightening, provocative, and sensational are the words people use to describe compelling experiences and these words also describe this extraordinary book by Bernd Schmitt. Moving beyond traditional "features-and-benefits" marketing, Schmitt presents a revolutionary approach to marketing for the branding and information age. Schmitt shows how managers can create holistic experiences for their customers through brands that provide sensory, affective, and creative associations as well as lifestyle marketing and social identity campaigns. In this masterful handbook of tools and techniques, Schmitt presents a battery of business cases to show how cutting-edge companies use "experience providers" such as visual identity, communication, product presence, Web sites, and service to create different types of customer experiences. To illustrate the essential concepts and frameworks of experiential marketing, Schmitt provides: SENSE cases on Nokia mobile phones, Hennessy cognac, and Procter & Gamble's Tide Mountain Fresh detergent; FEEL cases on Hallmark, Campbell's Soup, and Häagen Dazs Cafés in Asia, Europe, and the United States; THINK cases on Apple Computer's revival, Genesis ElderCare, and Siemens; ACT cases on Gillette's Mach3, the Milk Mustache campaign, and Martha Stewart Living; RELATE cases on Harley-Davidson, Tommy Hilfiger, and Wonderbra. Using the New Beetle and Sony as examples, Schmitt discusses the strategic and implementation intricacies of creating holistic experiences for customers. In an intriguing final chapter, he presents turn-around techniques such as "Objective: To Dream," "Send in the Iconoclasts," and "Quit the Bull," to show how traditional marketing firms can transform themselves into experience-oriented organizations. This book will forever change your perception of customers, marketing, and brands -- from Amtrak and Singapore Airlines to Herbal Essences products and Gwyneth Paltrow.
Television Truths John Hartley 2008-04-15 Television Truths considers what we know about TV, whether we love it or hate it, where TV is going, and whether viewers should bother going along for the ride. This engaging volume, written by one of television's best known scholars, offers a new take on the history of television and an up-to-date analysis of its imaginative content and cultural uses. Explores the pervasive, persuasive, and powerful nature of television: among the most criticized phenomena of modern life, but still the most popular pastime ever Written by John Hartley, one of television’s best known scholars Considers how television reflects and shapes contemporary life across the economic, political, social and cultural spectrum, examining its influence from historical, political and aesthetic perspectives Probes the nature of, and future for, television at a time of unprecedented change in technologies and business plans Provides an up-to-date analysis of content and cultural uses, from the television live event, to its global political influence, through to the concept of the “TV citizen” Maps out a new paradigm for understanding television, for its research and scholarship, and for the very future of the medium itself
Posthumanism and the Graphic Novel in Latin America Edward King 2017-07-03 Latin America is experiencing a boom in graphic novels that are highly innovative in their conceptual play and their reworking of the medium. Inventive artwork and sophisticated scripts have combined to satisfy the demand of a growing readership, both at home and abroad. Posthumanism and the Graphic Novel in Latin America, which is the first book-length study of the topic, argues that the graphic novel is emerging in Latin America as a uniquely powerful force to explore the nature of twenty-first century subjectivity. The authors place particular emphasis on the ways in which humans are bound to their non-human environment, and these ideas are productively drawn out in relation to posthuman thought and experience. The book draws together a range of recent graphic novels from Argentina, Brazil, Chile, Mexico and Uruguay, many of which experiment with questions of transmediality, the representation of urban space, modes of perception and cognition, and a new form of ethics for a posthuman world. Praise for Posthumanism and the Graphic Novel in Latin America '...well-referenced and… well considered - the analyses it brings are overall well-executed and insightful...' Image and Narrative, Jan 2018, vol 18, no 4
Narrative Mechanics Beat Suter 2021-07 What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have "many faces", displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
On Curiosity Franck Cochoy 2016-07-25 What draws us towards a shop window display? What drives us to grab a special offer, to enter the privileged circle of premium newspaper subscribers, to peruse the pages of an enticing magazine? Without doubt, it is curiosity - that essential force of everyday action which invites us to break from our habits and to become transported beyond our very selves. Curiosity (whether healthy or unhealthy) is one of the favourite tricks of market seduction. Capturing a public - attracting the attention of a reader, seducing a customer, meeting the expectations of a user, persuading a voter ... - often requires the construction of a set of technical devices that can play upon people's inner motivations. Cochoy invites us to take a sociological trip into these cabinets of curiosity, accompanied throughout by Bluebeard, a fairy tale that is both a model of the genre and a pure curiosity machine. At once a work of history and economic anthropology, the book meticulously analyses the devices designed by markets to arouse, excite, and sustain curiosity: a window display, practices of 'teasing', packaging, bus shelters, mobile internet technologies, to name but a few. In the Bettencourt and Strauss-Kahn affairs and the Wikileaks controversy, Cochoy also uncovers the work of investigative journalism and its attention-grabbing 'scoops', revealing the secrets of the revealers of secrets. Available in English for the first time, this major work will arouse readers' curiosity over the course of its unusual and colourful journey. By the end, now better informed and more cautious, they will be able to identify the traps of which they are the target. So long as curiosity is kept at bay, at least!
Interactive Storytelling Rebecca Rouse 2018-11-26 This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018. The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, submissions. The papers are organized in the following topical sections: the future of the discipline; theory and analysis; practices and games; virtual reality; theater and performance; generative and assistive tools and techniques; development and analysis of authoring tools; and impact in culture and society.
Literature Review in Games and Learning John Kirriemuir 2003-12-01
Adweek 1996 Vols. for 1981- include four special directory issues.
Twelve Years a Slave Solomon Northup 101-01-01 "Having been born a freeman, and for more than thirty years enjoyed the blessings of liberty in a free State—and having at the end of that time been kidnapped and sold into Slavery, where I remained, until happily rescued in the month of January, 1853, after a bondage of twelve years—it has been suggested that an account of my life and fortunes would not be uninteresting to the public." -an excerpt
George Clooney: Anatomy of an Actor Jeremy Smith 2016-02-29 A comprehensive study of George Clooney's work through the lens of ten of his most iconic roles. A new title in the fascinating Anatomy of an Actor series from world-renowned cinema magazine Cahiers du cinema. This book explores the career of George Clooney (b.1961). A TV heartthrob doctor for five years, he made one of the most successful transitions from television to being a critically acclaimed, Oscar-winning film actor starring in both mainstream and art-house films. An accessible text combines both a narrative and analytical dimension and is illustrated by 300 film stills, set photographs and film sequences The book will appeal to enthusiastic moviegoers as well as serious cinephiles, fans, and those who want to become actors.
Tomb Raider: The Beginning Rhianna Pratchett 2015-08-05 In this prelude to the exciting new entry in the _Tomb Raider_ video game saga, lead game writer Rhianna Pratchett reveals the untold story behind Lara Croft’s earliest adventure. Join Lara and the crew of the _Endurance_ as they prepare for a thrilling journey to uncover the lost kingdom of Yamatai. For over fifteen years, the _Tomb Raider_ adventures have been some the most enduring and popular in the world of video games. Now, Lara Croft’s bold new re-imagining is further explored by some of comics’ most talented creators in this exclusive volume.
Angkor Wat – A Transcultural History of Heritage Michael Falser 2019-12-16 This book unravels the formation of the modern concept of cultural heritage by charting its colonial, postcolonial-nationalist and global trajectories. By bringing to light many unresearched dimensions of the twelfth-century Cambodian temple of Angkor Wat during its modern history, the study argues for a conceptual, connected history that unfolded within the transcultural interstices of European and Asian projects. With more than 1,400 black-and-white and colour illustrations of historic photographs, architectural plans and samples of public media, the monograph discusses the multiple lives of Angkor Wat over a 150-year-long period from the 1860s to the 2010s. Volume 1 (Angkor in France) reconceptualises the Orientalist, French-colonial ‘discovery’ of the temple in the nineteenth century and brings to light the manifold strategies at play in its physical representations as plaster cast substitutes in museums and as hybrid pavilions in universal and colonial exhibitions in Marseille and Paris from 1867 to 1937. Volume 2 (Angkor in Cambodia) covers, for the first time in this depth, the various on-site restoration efforts inside the ‘Archaeological Park of Angkor’ from 1907 until 1970, and the temple’s gradual canonisation as a symbol of national identity during Cambodia’s troublesome decolonisation (1953–89), from independence to Khmer Rouge terror and Vietnamese occupation, and, finally, as a global icon of UNESCO World Heritage since 1992 until today.
Lara Croft and the Frozen Omen Corinna Bechko 2016-07-05 It's up to Lara Croft and Carter Bell to stop a group of cultists from causing world-wide cataclysmic devastation! Ancient ivory artifacts hold the key to both salvation and destruction, and these rivals-turned-friends must recover them before the cultists in a race against time! Lara's newest quest is filled with incredible action, dual pistols, and high-spirited adventure in the same universe as the Lara Croft and the Guardian of Light and Lara Croftand the Temple of Osiris games!
Sociology James M. Henslin 2014-01-21 ALERT: Before you purchase, check with your instructor or review your course syllabus to ensure that you select the correct ISBN. Several versions of Pearson's MyLab & Mastering products exist for each title, including customized versions for individual schools, and registrations are not transferable. In addition, you may need a CourseID, provided by your instructor, to register for and use Pearson's MyLab & Mastering products. Packages Access codes for Pearson's MyLab & Mastering products may not be included when purchasing or renting from companies other than Pearson; check with the seller before completing your purchase. Used or rental books If you rent or purchase a used book with an access code, the access code may have been redeemed previously and you may have to purchase a new access code. Access codes Access codes that are purchased from sellers other than Pearson carry a higher risk of being either the wrong ISBN or a previously redeemed code. Check with the seller prior to purchase. -- A Down-to-Earth Approach James Henslin shares the excitement of sociology in Essentials of Sociology: A Down-to-Earth Approach, 11/e. With his acclaimed "down-to-earth" approach and personal writing style, the author highlights the sociology of everyday life and its relevance to students' lives. With wit, personal reflection, and illuminating examples, Henslin stimulates students' sociological imagination so they can better perceive how the pieces of society fit together. In addition to this trademark down-to-earth approach, other distinctive features include: comparative perspectives, the globalization of capitalism, and visual presentations of sociology. MySocLab is an integral part of the Henslin learning program. Engaging activities and assessments provide a teaching a learning system that helps students see the world through a sociological lens. With MySocLab, students can develop critical thinking skills through writing, explore real-world data through the new Social Explorer, and watch the latest entries in the Core Concept Video Series. This title is available in a variety of formats - digital and print. Pearson offers its titles on the devices students love through Pearson's MyLab products, CourseSmart, Amazon, and more. 0133810607 / 9780133810608 Essentials of Sociology Plus NEW MySocLab with Pearson eText -- Access Card Package Package consists of 0133803546 / 9780133803549 Essentials of Sociology 0205206530 / 9780205206537 NEW MySocLab with Pearson eText -- Valuepack Access Card
Essentials of Sociology James M. Henslin 1999-06-01
DIY Media Michele Knobel 2010 Schools remain notorious for co-opting digital technologies to «business as usual» approaches to teaching new literacies. DIY Media addresses this issue head-on, and describes expansive and creative practices of digital literacy that are increasingly influential and popular in contexts beyond the school, and whose educational potential is not yet being tapped to any significant degree in classrooms. This book is very much concerned with engaging students in do-it-yourself digitally mediated meaning-making practices. As such, it is organized around three broad areas of digital media: moving media, still media, and audio media. Specific DIY media practices addressed in the chapters include machinima, anime music videos, digital photography, podcasting, and music remixing. Each chapter opens with an overview of a specific DIY media practice, includes a practical how-to tutorial section, and closes with suggested applications for classroom settings. This collection will appeal not only to educators, but to anyone invested in better understanding - and perhaps participating in - the significant shift towards everyday people producing their own digital media.
Tomb Raider: The Official Cookbook and Travel Guide Sebastian Haley 2021-10-26 Join Lara Croft on a global journey and prepare delicious food from around the world with Tomb Raider: The Official Cookbook and Travel Guide. Tomb Raider: The Official Cookbook and Travel Guide is a thrilling and delicious tutorial on recipes based on the cultural history of the many locations Lara Croft has visited throughout her 25 years of global adventures—bringing the taste back home to you. Inspired by the hit Tomb Raider videogame franchise, this book features over 40 recipes from the many locations Lara Croft visits and explores across the globe, with food and drinks inspired by key characters and locations. Also included is expert information on the cultural history of the many beautiful cities and countries to which she travels. A global exploration, this unique cookbook and travel guide takes fans on an exclusive journey across the planet chasing the thrills and adventures of Lara Croft. Featuring beautiful full color photography as well as stunning art from the games, this is the ultimate gift for fans, travelers, and food aficionados alike. OVER 40 RECIPES: Features over 40 recipes inspired by the many locations Lara Croft visits across the world TRAVEL GUIDE: In addition to over 40 recipes, this book includes a one-of-a-kind travel guide celebrating the many beautiful countries and cities Lara visits 25TH ANNIVERSARY: Officially licensed by and created in partnership with Square Enix and Crystal Dynamics for the 25th anniversary of Tomb Raider
Here's Johnny! Ed McMahon 2005-10-16 Here's Johnny is like sitting with Ed and Johnny over lunch: The last time I saw Johnny, about a year before he died, we had chicken, a couple of glasses of red wine, and then we just sat there and reminisced, going back and forth the way we did on the show. We talked about our kids, and our careers and the state of America, just two lucky guys who loved each other and the good luck of our careers. Ed McMahon is the only person who was with Johnny Carson, even before The Tonight Show, when they both first appeared on Who Do You Trust. Now, with Johnny's blessing before he died, McMahon can finally share all the stories that only he knows. From the sofa at Johnny's right, to backstage, to their personal relationship - McMahon will provide a real view of the man who was so careful to only show one side of himself to the public. Brilliant in front of the camera, but shy in person, Carson seldom gave interviews. Only McMahon can tell the stories and provide the insights into the personality that made Johnny Carson more of a friend we invited into our home than a television star. This entertaining tribute will feature over 200 pictures, many never before published, from both McMahon's and Carson's private archives.
Does Playing Video Games Make Players More Violent? Barrie Gunter 2016-06-21 This book is an academic work which reviews and critiques the research literature concerning violent games and their alleged effects on players. It examines the debates about the potential effects of these games and the divisions between scholars working in the field. It places the research on violent video games in the longer historical context of scholarly work on media violence. It examines research from around the world on the nature of video games and their effects. It provides a critique of relevant theories of media violence effects and in particular theories developed within the older media violence literature and then considers how useful this and newer scholarly work might be for policy-makers and regulators. The book identifies where gaps exist in the extent literature and where future research attention might be directed.
How to Play Video Games Nina Huntemann 2019-03-26 Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Drones, Clones, and Alpha Babes Diana M. A. Relke 2006 The Star Trek franchise represents one of the most successful emanations of popular media in our culture. The number of books, both popular and scholarly, published on the subject of Star Trek is massive.Relke sheds light on how the Star Trek narratives influence and are influenced by shifting cultural values in the United States, using these as portals to the sociopolitical and sociocultural landscapes of pre-and post 9/11 United States.
Media Today Joseph Turow 2016-10-04 Media Today uses convergence as a lens that puts students at the center of the profound changes in the 21st century media world. Through the convergence lens they learn to think critically about the role of media today and what these changes mean for their lives presently and in the future. The book’s media systems approach helps students to look carefully at how media content is created, distributed, and exhibited in the new world that the digital revolution has created. From newspapers to video games and social networking to mobile platforms, Media Today prepares students to live in the digital world of media.
Film Adaptation and Its Discontents Thomas Leitch 2007-06-15 The range of films studied, from silent Shakespeare to Sherlock Holmes to The Lord of the Rings, is as broad as the problems that come under review.
Final Fantasy XV Official Works Square Enix 2021-03-09 A full-color, oversized, hardcover tome that faithfully adapts the original Japanese material, detailing the creation of the most recent entry in the Final Fantasy saga! Final Fantasy XV's world of Eos is filled with wonderous scenery, larger-than-life creatures, diverse cultures, and treacherous foes. Experience hundreds of pieces of detailed design work composed lovingly for fans of the unique sci-fi fantasy world. This volume collects complex lore, insightful commentary, comprehensive data, and dazzling concept art, all beautifully bound in this richly detailed hardcover! Square Enix and Dark Horse Books present a superbly curated collection of Final Fantasy XV content that any fan will cherish.
Dual Wield Jon Stone 2022-02-21 In recent years, poetry and video games have begun talking to – and taking from – one another in earnest. Poets, ever in pursuit of meaning, now draw inspiration from digital-interactive fantasy worlds, while video game developers aim to enrich their creations by imbuing them with poetic depth. This book investigates the phenomena of poem-game hybrids and other forms of poetic-ludic interplay, making use of both a multidisciplinary critical approach and the author’s own experiments in building and testing hybrid artefacts. What emerges is the suggestion of a future where reading and playing are no longer seen as separate endeavours, where the quests for sensory pleasure and philosophic insight are one and the same.
The African Film Industry UNESCO 2021-10-01
Playing with the Past Matthew Wilhelm Kapell 2013-10-24 Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.
David Perry on Game Design David Perry 2009 Presents a collection of ready-to-use ideas to create computer and video games, with information on game types, storyline creation, character development, weapons and armor, game worlds, obstacles, and goals and rewards.
European Drawings 2 George R. Goldner 1992-10-08 The Getty Museum's collection of drawings was begun in 1981 with the purchase of a Rembrandt nude and has since become an important repository of European works from the fifteenth through the nineteenth century. As in the first volume devoted to the collection (published in 1988 in English and Italian editions), the text is here organized first by national school, then alphabetically by artist, with individual works arranged chronologically. For each drawing, the authors provide a discussion of the work's style, dating, iconography, and relationship to other works, as well as provenance and a complete bibliography.
Digital Content Creation Rae Earnshaw 2012-12-06 The very word "digital" has acquired a status that far exceeds its humble dictionary definition. Even the prefix digital, when associ ated with familiar sectors such as radio, television, photography and telecommunications, has reinvented these industries, and provided a unique opportunity to refresh them with new start-up companies, equipment, personnel, training and working practices - all of which are vital to modern national and international economies. The last century was a period in which new media stimulated new job opportunities, and in many cases created totally new sectors: video competed with film, CDs transformed LPs, and computer graphics threatened traditional graphic design sectors. Today, even the need for a physical medium is in question. The virtual digital domain allows the capture, processing, transmission, storage, retrieval and display of text, images, audio and animation without familiar materials such as paper, celluloid, magnetic tape and plastic. But moving from these media to the digital domain intro duces all sorts of problems, such as the conversion of analog archives, multimedia databases, content-based retrieval and the design of new content that exploits the benefits offered by digital systems. It is this issue of digital content creation that we address in this book. Authors from around the world were invited to comment on different aspects of digital content creation, and their contributions form the 23 chapters of this volume.
Masculinities in Play Nicholas Taylor 2018-10-06 This volume addresses the persistent and frequently toxic associations between masculinity and games. It explores many of the critical issues in contemporary studies of masculinity—including issues of fatherhood, homoeroticism, eSports, fan cultures, and militarism—and their intersections with digital games, the contexts of their play, and the social futures associated with sustained involvement in gaming cultures. Unlike much of the research and public discourse that put the onus of “fixing” games and gaming cultures on those at its margins—women, LGBTQ, and people of color—this volume turns attention to men and masculinities, offering vital and productive avenues for both practical and theoretical intervention.
Interaction Design 2003
Mass Communication Ralph E. Hanson 2016-10-20 Transform your students into smart, savvy consumers of the media. Mass Communication: Living in a Media World (Ralph E. Hanson) provides students with comprehensive yet concise coverage of all aspects of mass media, along with insightful analysis, robust pedagogy, and fun, conversational writing. In every chapter of this bestselling text, students will explore the latest developments and current events that are rapidly changing the media landscape. This newly revised Sixth Edition is packed with contemporary examples, engaging infographics, and compelling stories about the ways mass media shape our lives. From start to finish, students will learn the media literacy principles and critical thinking skills they need to become savvy media consumers.
Yours, Mine and Howls Kinsey W. Holley 2012 Thirteen years ago, Ally Kendall died defending her young cousin from his werewolf stepfather. She hasn't been the same since. Ally returned from the hereafter with strange new powers. She managed to scrape her life together and raise her cousin, but now he needs a pack to guide him into adulthood. That means pulling up stakes yet again and heading for Colorado to find the only werewolf qualified for the job. Cade MacDougall, Alpha of an unrecognized pack, has a tragic history, a sizable ranch, and a daughter who thinks she's a cat. Time to find a mate? Don't make him laugh. Until Ally shows up with a smokin' hot body that smells like mine, and introduces him to a nephew who holds the key to unraveling mysteries about Cade's family—and himself. But Ally's holding something back. As Cade's enemies gather, the cowboy and his secretive new mate must come clean about their mysterious pasts…or else all hope of protecting their newly formed family will be lost.
Weapons of the Metabaron Alejandro Jodorowsky 2014-03-19 The seminal series' spin-off story recounting how the mightiest warrior in the universe built his arsenal of war. PUBLICATION IN 1 VOLUME - COMPLETED WORK The creative trio of Jodorowsky, Charest, and Janjetov shows us how the Metabaron assembled the galaxy’s most powerful and destructive weapons in an effort to secure his position as the universe’s ultimate warrior. Travis Charest's (Artist of Wildcats, WildC.A.T.s/X-Men: The Golden Age, and Star Wars comics Cover Artist) interpretation of 'The Metabarons' mythology.
Tomb Raider #1 Gail Simone 2014-02-26 Superstar writer Gail Simone picks up Lara Croft's story where the smash hit Tomb Raider game left off—in a new ongoing comics series! Following the game acclaimed for its bold and sophisticated new vision, this series launches Lara Croft on the formative adventures that will change her life forever! The official continuation of Lara Croft's story! The 2013 video game sold over 3.5 million copies! "Tomb Raider is the quintessential example of a reboot done right."—Gaming Trend
Gaming Alexander R. Galloway 2006 Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.
Down to Earth Sociology James M. Henslin 2005-01-01 A latest edition of readings for the Introductory Sociology college market features thirty percent new articles that address current issues of contemporary sociology, from gender and politics to religion and AIDS, in a collection complemented by correlating charts that list key introductory textbooks. Original. 20,000 first printing.

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