Read Books Online and Download eBooks, EPub, PDF, Mobi, Kindle, Text Full Free.
American Life And Video Games From Pong To Minecraft
Download American Life And Video Games From Pong To Minecraft full books in PDF, epub, and Kindle. Read online American Life And Video Games From Pong To Minecraft ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Book Synopsis American Life and Video Games from Pong to Minecraft by : Kathryn Hulick
Download or read book American Life and Video Games from Pong to Minecraft written by Kathryn Hulick and published by Cavendish Square Publishing, LLC. This book was released on 2016-07-15 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of Americas favorite pastimes.
Book Synopsis American Life and Best Sellers from The Catcher in the Rye to The Hunger Games by : Diane Dakers
Download or read book American Life and Best Sellers from The Catcher in the Rye to The Hunger Games written by Diane Dakers and published by Cavendish Square Publishing, LLC. This book was released on 2016-07-15 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: A good book has the power to touch readers and provide insightful commentary into the human condition and current events. This title examines the greatest literary hits to take America by storm from the 1950s to present day.
Book Synopsis American Life and Video Games from Pong to Minecraft by : Kathryn Hulick
Download or read book American Life and Video Games from Pong to Minecraft written by Kathryn Hulick and published by Cavendish Square Publishing, LLC. This book was released on 2016-07-15 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of Americas favorite pastimes.
Book Synopsis American Life and Communication from the Telephone to Twitter by : Cathleen Small
Download or read book American Life and Communication from the Telephone to Twitter written by Cathleen Small and published by Cavendish Square Publishing, LLC. This book was released on 2016-07-15 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today people are more connected than ever, with mobile technologies allowing people from all over the world to connect within seconds through a wide array of social applications. Trace the history of communication from the start of the Internet age to the birth of the smartphone.
Book Synopsis American Life and Celebrity Icons from Marilyn Monroe to Taylor Swift by : Cathleen Small
Download or read book American Life and Celebrity Icons from Marilyn Monroe to Taylor Swift written by Cathleen Small and published by Cavendish Square Publishing, LLC. This book was released on 2016-07-15 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Each generation has cultural icons that take the world by storm and mark the most popular trends in America. Take a look back at some of these iconic individuals and trends and their lasting effects on American people and culture.
Book Synopsis Video Games and Esports by : Michael Maley
Download or read book Video Games and Esports written by Michael Maley and published by Greenhaven Publishing LLC. This book was released on 2019-12-15 with total page 106 pages. Available in PDF, EPUB and Kindle. Book excerpt: Just as athletes from the NFL and NBA have gained fame and fortune, professional gamers who compete in esports are attracting loyal fans. Esports encompass any competitive, organized gaming endeavor. This competitive activity is becoming a billion-dollar industry. However, some people still argue that playing video games has many negative effects. The ever-evolving world of video games is explained through engaging text that delves into the details so readers gain a full understanding. Full-color photographs, annotated quotes, sidebars, and informative charts highlight the many debates surrounding the popularity of video games.
Book Synopsis A History of Sports Video Games by : Lu Zhouxiang
Download or read book A History of Sports Video Games written by Lu Zhouxiang and published by Taylor & Francis. This book was released on 2024-12-09 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the history of sports and sports-themed video games, providing a comprehensive and holistic view of this complex and diverse genre. The author highlights the influence of technological advancement, industry competition and popular culture on game design, marketing strategies and user experience. Offering valuable insights into the historical process of interaction and integration between real-world sport and video games, this volume will enrich existing scholarship on video games. This volume is a valuable contribution to the fields of both game studies and sports studies, and will be perfect for those interested in the history of science and technology as well as social and cultural history.
Book Synopsis A History of Competitive Gaming by : Lu Zhouxiang
Download or read book A History of Competitive Gaming written by Lu Zhouxiang and published by Routledge. This book was released on 2022-05-13 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.
Download or read book Game On! written by Dustin Hansen and published by Macmillan. This book was released on 2016-11-22 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: "A middle-grade nonfiction book about the history and impact on pop culture of video games"--
Book Synopsis Technical Innovation in American History [3 volumes] by : Rosanne Welch
Download or read book Technical Innovation in American History [3 volumes] written by Rosanne Welch and published by Bloomsbury Publishing USA. This book was released on 2019-02-22 with total page 1489 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the invention of eyeglasses to the Internet, this three-volume set examines the pivotal effects of inventions on society, providing a fascinating history of technology and innovations in the United States from the earliest European colonization to the present. Technical Innovation in American History surveys the history of technology, documenting the chronological and thematic connections between specific inventions, technological systems, individuals, and events that have contributed to the history of science and technology in the United States. Covering eras from colonial times to the present day in three chronological volumes, the entries include innovations in fields such as architecture, civil engineering, transportation, energy, mining and oil industries, chemical industries, electronics, computer and information technology, communications (television, radio, and print), agriculture and food technology, and military technology. The A–Z entries address key individuals, events, organizations, and legislation related to themes such as industry, consumer and medical technology, military technology, computer technology, and space science, among others, enabling readers to understand how specific inventions, technological systems, individuals, and events influenced the history, cultural development, and even self-identity of the United States and its people. The information also spotlights how American culture, the U.S. government, and American society have specifically influenced technological development.
Book Synopsis Western Japaneseness: Intercultural Translations of Japan in Western Media by : Frank Jacob
Download or read book Western Japaneseness: Intercultural Translations of Japan in Western Media written by Frank Jacob and published by Vernon Press. This book was released on 2021-03-02 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: Our images of non-Western cultures are often based on stereotypes that are replicated over the years. These stereotypes often appear in popular media and are responsible for a pre-set image of otherness. The present book investigates these processes and the media representation of otherness, especially as an artificial construct based on stereotypes and their repetition, in the case of Japan. 'Western Japaneseness' thereby illustrates how the Western image of Japan in popular media is rather a construct that, in a way, replicated itself, instead of a more serious encounter with a foreign and different cultural context. This book will be of great value to students and academics who hold interest in media studies, Japanese studies, and cultural studies. It will also appeal to a broader audience with interests in Japan more generally.
Book Synopsis Shapers of American Childhood by : Kathy Merlock Jackson
Download or read book Shapers of American Childhood written by Kathy Merlock Jackson and published by McFarland. This book was released on 2018-10-08 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: The experience of growing up in the U.S. is shaped by many forces. Relationships with parents and teachers are deeply personal and definitive. Social and economic contexts are broader and harder to quantify. Key individuals in public life have also had a marked impact on American childhood. These 18 new essays examine the influence of pivotal figures in the culture of 20th and 21st century childhood and child-rearing, from Benjamin Spock and Walt Disney to Ruth Handler, Barbie's inventor, and Ernest Thompson Seton, founder of the Boy Scouts of America.
Book Synopsis Educational Technology and Resources for Synchronous Learning in Higher Education by : Yoon, Jiyoon
Download or read book Educational Technology and Resources for Synchronous Learning in Higher Education written by Yoon, Jiyoon and published by IGI Global. This book was released on 2019-04-19 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: As more classes move to online instruction, there is a need for research that shows the effectiveness of synchronous learning. Educators must guide students on how to use these new learning tools and become aware of the research trends and opportunities within these developing online and hybrid courses. Educational Technology and Resources for Synchronous Learning in Higher Education provides evidence-based practice on incorporating synchronous teaching tools and practice within online courses to enhance content mastery and community development. Additionally, the book presents a strong theoretical overview of the topic and allows readers to develop a more nuanced understanding of the benefits and constraints of synchronous learning. Covering topics such as game learning, online communication, and professional development, it is designed for online instructors, instructional designers, administrators, students, and researchers and educators in higher education, as well as corporate, military, and government sectors.
Book Synopsis All Your Base Are Belong to Us by : Harold Goldberg
Download or read book All Your Base Are Belong to Us written by Harold Goldberg and published by Crown Archetype. This book was released on 2011-04-05 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: Through the stories of gaming's greatest innovations and most beloved creations, journalist Harold Goldberg captures the creativity, controversy--and passion--behind the videogame's meteoric rise to the top of the pop-culture pantheon. Over the last fifty years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment. But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth? Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium. Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!
Download or read book Extra Lives written by Tom Bissell and published by Vintage. This book was released on 2011-06-14 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.
Download or read book One Up written by Joost van Dreunen and published by Columbia University Press. This book was released on 2020-10-06 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.
Book Synopsis 5,000 Awesome Facts (about Everything!) 2 by : National Geographic Society (U.S.)
Download or read book 5,000 Awesome Facts (about Everything!) 2 written by National Geographic Society (U.S.) and published by 5,000 Awesome Facts. This book was released on 2014 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: A collection of quirky, fun facts.