Lycan Fallout 3: End Of An Age: A Michael Talbot Adventure

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Author :
Publisher : DevilDog Press
ISBN 13 :
Total Pages : 339 pages
Book Rating : 4./5 ( download)

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Book Synopsis Lycan Fallout 3: End Of An Age: A Michael Talbot Adventure by : Mark Tufo

Download or read book Lycan Fallout 3: End Of An Age: A Michael Talbot Adventure written by Mark Tufo and published by DevilDog Press. This book was released on 2016-08-16 with total page 339 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Lycan King Xavier is making his final march on the embattled humans to bring on the end of one age and usher in the dawning of a new more fierce one. Where he will dominate over his subjects with an iron claw. Follow along with Michael a half-vampire, Mathieu the werewolf, Azile the Witch, Bailey the Warrior and Lana the young woman who is so much more than anyone knows, as they attempt to bring Xavier and his army to heel.

My Avatar, My Self

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Author :
Publisher : McFarland
ISBN 13 : 0786454091
Total Pages : 209 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis My Avatar, My Self by : Zach Waggoner

Download or read book My Avatar, My Self written by Zach Waggoner and published by McFarland. This book was released on 2014-01-10 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers.

Fallout Series

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Author :
Publisher : PediaPress
ISBN 13 :
Total Pages : 99 pages
Book Rating : 4./5 ( download)

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Book Synopsis Fallout Series by :

Download or read book Fallout Series written by and published by PediaPress. This book was released on with total page 99 pages. Available in PDF, EPUB and Kindle. Book excerpt:

GameAxis Unwired

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Author :
Publisher :
ISBN 13 :
Total Pages : 86 pages
Book Rating : 4./5 ( download)

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Book Synopsis GameAxis Unwired by :

Download or read book GameAxis Unwired written by and published by . This book was released on 2008-11 with total page 86 pages. Available in PDF, EPUB and Kindle. Book excerpt: GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.

Social Exclusion, Power, and Video Game Play

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Author :
Publisher : Lexington Books
ISBN 13 : 0739138626
Total Pages : 284 pages
Book Rating : 4.7/5 (391 download)

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Book Synopsis Social Exclusion, Power, and Video Game Play by : David G. Embrick

Download or read book Social Exclusion, Power, and Video Game Play written by David G. Embrick and published by Lexington Books. This book was released on 2012-03-01 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural and political environment that raises the question of the significance of work, play, power and inequalities in the modern world. Many studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers or even social media; how social exclusion (e.g., race, class, gender, etc.) in the virtual environments are reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope to draw attention to the need for more studies that are both sociological and critical.

Terms of Play

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Publisher : McFarland
ISBN 13 : 0786469706
Total Pages : 245 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Terms of Play by : Zach Waggoner

Download or read book Terms of Play written by Zach Waggoner and published by McFarland. This book was released on 2013-06-06 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited collection of new essays is devoted to the terminology used in the fields of videogame theory and videogame studies. Videogame scholars provide theoretical critiques of existing terminology, mount arguments for the creation of new terminology, articulate terminological gaps in the current literature devoted to videogame studies, and share phenomenological studies of videogames that facilitate terminological theory.

Playing with the Past

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1623568242
Total Pages : 493 pages
Book Rating : 4.6/5 (235 download)

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Book Synopsis Playing with the Past by : Matthew Wilhelm Kapell

Download or read book Playing with the Past written by Matthew Wilhelm Kapell and published by Bloomsbury Publishing USA. This book was released on 2013-10-24 with total page 493 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

GameAxis Unwired

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Author :
Publisher :
ISBN 13 :
Total Pages : 80 pages
Book Rating : 4./5 ( download)

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Book Synopsis GameAxis Unwired by :

Download or read book GameAxis Unwired written by and published by . This book was released on 2008-12 with total page 80 pages. Available in PDF, EPUB and Kindle. Book excerpt: GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.

Fallout 3 - Strategy Guide

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Author :
Publisher : Gamer Guides
ISBN 13 : 1631020692
Total Pages : 631 pages
Book Rating : 4.6/5 (31 download)

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Book Synopsis Fallout 3 - Strategy Guide by : GamerGuides.com

Download or read book Fallout 3 - Strategy Guide written by GamerGuides.com and published by Gamer Guides. This book was released on 2015-10-28 with total page 631 pages. Available in PDF, EPUB and Kindle. Book excerpt: War never changes. The Fallout franchise certainly has, however. In 2008 Bethesda revived Interplay's famous "Post Nuclear Role Playing Game", moving from third person to first person, and from the west coast to the east coast. You are the Lone Wanderer, an outcast from Vault 101 who sacrifices a relatively easy life in order to brave the terrors of the post-apocalyptic Wasteland and find your Dad, whose mysterious departure from Vault 101 sets a chain of events in motion that will change the Capital Wasteland forever... This guide is intended to be the ultimate completionist's guide to Fallout 3. The guide offers the following: - Every area in the game covered extensively including all side quests and main quests. - All the Bobbleheads, skill books and schematic locations. - A full trophy/achievement guide. - An in-depth information about character creation is also provided so you can create whatever Vault Dweller suits you best. - Good, evil and neutral alternatives to quests will be presented where applicable. Become the Last, Best Hope of Humanity... or add to the continuing sum of human misery in your selfish quest for survival. Sneak past foes, talk your way out of confrontations, shoot everything in the head, or create a character who can do it all. The Wasteland is a big, dangerous place, and this guide will help you experience as much as possible.

Violence in Popular Culture

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1440854335
Total Pages : 345 pages
Book Rating : 4.4/5 (48 download)

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Book Synopsis Violence in Popular Culture by : Laura L. Finley

Download or read book Violence in Popular Culture written by Laura L. Finley and published by Bloomsbury Publishing USA. This book was released on 2018-11-09 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive resource, this book reviews current and historical examples of violence in film, television, radio, music, music videos, video games, and novels. Despite decades of attention and various attempts to enact legislation that limits violence in American popular culture, it remains ubiquitous across films, television, radio, music, music videos, video games, and popular fiction. Studies have shown that programs marketed to children are often remarkably violent and that viewing or otherwise consuming such violence has numerous negative effects on children's psychological health. This book sheds light on the scholarship related to violence in popular culture and compares historical and current examples, analyzing popular shows such as Game of Thrones, video games such as Mortal Kombat, young adult fiction including the trilogy The Hunger Games, and more. Not only does Violence in American Popular Culture provide a comprehensive review of the research about the effects of violence in media, but it also offers detailed assessments of violent content in various expressions of popular culture. In addition, it invites readers to compare violence in American popular culture with that globally via entries on violence in popular culture outside the United States. An appendix of additional resources and primary sources gives readers further tools for deepening their understanding of this complex and controversial issue.

Broken Mirrors

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Publisher : Routledge
ISBN 13 : 1000753980
Total Pages : 236 pages
Book Rating : 4.0/5 (7 download)

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Book Synopsis Broken Mirrors by : Joe Trotta

Download or read book Broken Mirrors written by Joe Trotta and published by Routledge. This book was released on 2019-11-07 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dystopian stories and visions of the Apocalypse are nothing new; however in recent years there has been a noticeable surge in the output of this type of theme in literature, art, comic books/graphic novels, video games, TV shows, etc. The reasons for this are not exactly clear; it may partly be as a result of post 9/11 anxieties, the increasing incidence of extreme weather and/or environmental anomalies, chaotic fluctuations in the economy and the uncertain and shifting political landscape in the west in general. Investigating this highly topical and pervasive theme from interdisciplinary perspectives this volume presents various angles on the main topic through critical analyses of selected works of fiction, film, TV shows, video games and more.

Ethics and Game Design: Teaching Values through Play

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Author :
Publisher : IGI Global
ISBN 13 : 1615208461
Total Pages : 396 pages
Book Rating : 4.6/5 (152 download)

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Book Synopsis Ethics and Game Design: Teaching Values through Play by : Schrier, Karen

Download or read book Ethics and Game Design: Teaching Values through Play written by Schrier, Karen and published by IGI Global. This book was released on 2010-02-28 with total page 396 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.

The Digital Role-Playing Game and Technical Communication

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501352555
Total Pages : 315 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis The Digital Role-Playing Game and Technical Communication by : Daniel Reardon

Download or read book The Digital Role-Playing Game and Technical Communication written by Daniel Reardon and published by Bloomsbury Publishing USA. This book was released on 2021-04-22 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.

Serious Game Design and Development: Technologies for Training and Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1615207406
Total Pages : 382 pages
Book Rating : 4.6/5 (152 download)

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Book Synopsis Serious Game Design and Development: Technologies for Training and Learning by : Cannon-Bowers, Jan

Download or read book Serious Game Design and Development: Technologies for Training and Learning written by Cannon-Bowers, Jan and published by IGI Global. This book was released on 2010-02-28 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: "With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal"--Provided by publisher.

Nuclear Safety

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Publisher :
ISBN 13 :
Total Pages : 1754 pages
Book Rating : 4.:/5 (319 download)

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Book Synopsis Nuclear Safety by :

Download or read book Nuclear Safety written by and published by . This book was released on 1959 with total page 1754 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Encyclopedia of Video Games [3 volumes]

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Author :
Publisher : Bloomsbury Publishing USA
ISBN 13 :
Total Pages : 1173 pages
Book Rating : 4.2/5 (161 download)

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Book Synopsis Encyclopedia of Video Games [3 volumes] by : Mark J. P. Wolf

Download or read book Encyclopedia of Video Games [3 volumes] written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1173 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Every Game is an Island

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Author :
Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501316621
Total Pages : 208 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Every Game is an Island by : Riccardo Fassone

Download or read book Every Game is an Island written by Riccardo Fassone and published by Bloomsbury Publishing USA. This book was released on 2017-02-23 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video game play and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery.