Grand Thieves & Tomb Raiders

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Author :
Publisher : Aurum
ISBN 13 : 1781311072
Total Pages : 376 pages
Book Rating : 4.7/5 (813 download)

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Book Synopsis Grand Thieves & Tomb Raiders by : Rebecca Levene

Download or read book Grand Thieves & Tomb Raiders written by Rebecca Levene and published by Aurum. This book was released on 2012-11-08 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming: it’s the greatest British invasion of them all. Lara Croft is an international icon and the British-born Grand Theft Auto and its spin-offs have sold more than 100 million copies worldwide. The UK’s games industry is now bigger than either its cinema or its music. Yet the medium’s birth in Thatcher’s Britain was almost accidental. While politicians championed computers like the BBC Micro and the ZX Spectrum as engines of learning, it was left to a grassroots culture of amateur programmers to unlock their true potential. And from bedrooms and classrooms across the country, a brilliant profusion of innovative and idiosyncratic games soon emerged – propelling their young creators to fame, riches and, eventually, a place on the world stage. This is the story of those teenage coders – tracing their journey from the first home computers to the age of the smartphone. A mix of oddball characters, programming miracles and moral panics, Grand Thieves & Tomb Raiders reveals how the unique history of British computing led to some of the greatest games of all time.

Porn & Pong

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Publisher : Feral House
ISBN 13 : 1932595368
Total Pages : 164 pages
Book Rating : 4.9/5 (325 download)

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Book Synopsis Porn & Pong by : Damon Brown

Download or read book Porn & Pong written by Damon Brown and published by Feral House. This book was released on 2008 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explores, for the first time, how pornography and video games have influenced the world's sexual mores and technological compulsions on a massive scale. The first Atari systems and their phallic joysticks sold by the millions, reality TV skyrocketed at the same time The Sims took off and the surgically-endowed Pamela Anderson was outshone by only one other woman: Lara Croft. Porn & Pong examines how politics, hidden agendas and financial pressure affect the controversial art forms of gaming and pornography.

The Great British Dream Factory

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Publisher : Penguin UK
ISBN 13 : 0141979313
Total Pages : 688 pages
Book Rating : 4.1/5 (419 download)

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Book Synopsis The Great British Dream Factory by : Dominic Sandbrook

Download or read book The Great British Dream Factory written by Dominic Sandbrook and published by Penguin UK. This book was released on 2015-10-01 with total page 688 pages. Available in PDF, EPUB and Kindle. Book excerpt: SPECTATOR BOOKS OF THE YEAR 2015 Britain's empire has gone. Our manufacturing base is a shadow of its former self; the Royal Navy has been reduced to a skeleton. In military, diplomatic and economic terms, we no longer matter as we once did. And yet there is still one area in which we can legitimately claim superpower status: our popular culture. It is extraordinary to think that one British writer, J. K. Rowling, has sold more than 400 million books; that Doctor Who is watched in almost every developed country in the world; that James Bond has been the central character in the longest-running film series in history; that The Lord of the Rings is the second best-selling novel ever written (behind only A Tale of Two Cities); that the Beatles are still the best-selling musical group of all time; and that only Shakespeare and the Bible have sold more books than Agatha Christie. To put it simply, no country on earth, relative to its size, has contributed more to the modern imagination. This is a book about the success and the meaning of Britain's modern popular culture, from Bond and the Beatles to heavy metal and Coronation Street, from the Angry Young Men to Harry Potter, from Damien Hirst toThe X Factor.

Tomb Raiders and Space Invaders

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Publisher : Bloomsbury Publishing
ISBN 13 : 0857717405
Total Pages : 273 pages
Book Rating : 4.8/5 (577 download)

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Book Synopsis Tomb Raiders and Space Invaders by : Geoff King

Download or read book Tomb Raiders and Space Invaders written by Geoff King and published by Bloomsbury Publishing. This book was released on 2005-10-28 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first in the field to focus on the key aspects of videogames themselves as a distinctive medium, this is a rich and original read for gamers as well as students and researchers of popular culture internationally, which reviews the passionate gamer/game relationship viz all types of games from "Doom" to "EverQuest". Videogames now rival Hollywood cinema in popularity and profits and there are huge followings for titles such as "Tomb Raider" or "The Sims". Exactly what games offer, however, as a distinct form of entertainment, has received scant attention. This book is a valuable contribution to this new field. Its main focus is on key formal aspects of games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Issues examined in detail include the characteristics of gameplay and its relationship with narrative, genre, virtual landscapes, realism, spectacle and sensation. Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture.

Narratives Crossing Boundaries

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Publisher : transcript Verlag
ISBN 13 : 3839464862
Total Pages : 369 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Narratives Crossing Boundaries by : Joachim Friedmann

Download or read book Narratives Crossing Boundaries written by Joachim Friedmann and published by transcript Verlag. This book was released on 2023-09-30 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: As the dominant narrative forms in the age of media convergence, films and games call for a transmedial perspective in narratology. Games allow a participatory reception of the story, bringing the transgression of the ontological boundary between the narrated world and the world of the recipient into focus. These diverse transgressions - medial and ontological - are the subject of this transdisciplinary compendium, which covers the subject in an interdisciplinary way from various perspectives: game studies and media studies, but also sociology and psychology, to take into account the great influence of storytelling on social discourses and human behavior.

Now the Chips Are Down

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Author :
Publisher : MIT Press
ISBN 13 : 0262552027
Total Pages : 219 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Now the Chips Are Down by : Alison Gazzard

Download or read book Now the Chips Are Down written by Alison Gazzard and published by MIT Press. This book was released on 2024-05-21 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: The story of a pioneering microcomputer: its beginnings as part of a national Computer Literary Project, its innovative hardware, and its creative uses. In 1982, the British Broadcasting Corporation launched its Computer Literacy Project, intended “to introduce interested adults to the world of computers and computing.” The BBC accompanied this initiative with television programs, courses, books, and software—an early experiment in multi-platform education. The BBC, along with Acorn Computers, also introduced the BBC Microcomputer, which would be at the forefront of the campaign. The BBC Micro was designed to meet the needs of users in homes and schools, to demystify computing, and to counter the general pessimism among the media in Britain about technology. In this book, Alison Gazzard looks at the BBC Micro, examining the early capabilities of multi-platform content generation and consumption and the multiple literacies this approach enabled—not only in programming and software creation, but also in accessing information across a range of media, and in “do-it-yourself” computing. She links many of these early developments to current new-media practices. Gazzard looks at games developed for the BBC Micro, including Granny's Garden, an educational game for primary schools, and Elite, the seminal space-trading game. She considers the shift in focus from hardware to peripherals, describing the Teletext Adapter as an early model for software distribution and the Domesday Project (which combined texts, video, and still photographs) as a hypermedia-like experience. Gazzard's account shows the BBC Micro not only as a vehicle for various literacies but also as a user-oriented machine that pushed the boundaries of what could be achieved in order to produce something completely new.

Storytelling Industries

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Author :
Publisher : Springer
ISBN 13 : 3319705970
Total Pages : 266 pages
Book Rating : 4.3/5 (197 download)

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Book Synopsis Storytelling Industries by : Anthony N. Smith

Download or read book Storytelling Industries written by Anthony N. Smith and published by Springer. This book was released on 2018-06-28 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book shows how the unique characteristics of traditionally differentiated media continue to determine narrative despite the recent digital convergence of media technologies. The author argues that media are now each largely defined by distinctive industrial practices that continue to preserve their identities and condition narrative production. Furthermore, the book demonstrates how a given medium’s variability in institutional and technological contexts influences diverse approaches to storytelling. By connecting US film, television, comic book and video game industries to their popular fictional characters and universes; including Star Wars, Batman, Game of Thrones and Grand Theft Auto; the book identifies how differences in industrial practice between media inform narrative production. This book is a must read for students and scholars interested in transmedia storytelling.

Woke Gaming

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Publisher : University of Washington Press
ISBN 13 : 0295744197
Total Pages : 280 pages
Book Rating : 4.2/5 (957 download)

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Book Synopsis Woke Gaming by : Kishonna L. Gray

Download or read book Woke Gaming written by Kishonna L. Gray and published by University of Washington Press. This book was released on 2018-11-04 with total page 280 pages. Available in PDF, EPUB and Kindle. Book excerpt: From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy�s Keep Me Occupied to Momo Pixel�s Hair, Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

Video Games Around the World

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Author :
Publisher : MIT Press
ISBN 13 : 0262527162
Total Pages : 715 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Video Games Around the World by : Mark J. P. Wolf

Download or read book Video Games Around the World written by Mark J. P. Wolf and published by MIT Press. This book was released on 2015-05-01 with total page 715 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela

The Meaning and Culture of Grand Theft Auto

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Author :
Publisher : McFarland
ISBN 13 : 0786483482
Total Pages : 265 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis The Meaning and Culture of Grand Theft Auto by : Nate Garrelts

Download or read book The Meaning and Culture of Grand Theft Auto written by Nate Garrelts and published by McFarland. This book was released on 2014-07-15 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: The immensely popular Grand Theft Auto game series has inspired a range of reactions among players and commentators, and a hot debate in the popular media. These essays from diverse theoretical perspectives expand the discussion by focusing scholarly analysis on the games, particularly Grand Theft Auto III (GTA3), Grand Theft Auto: Vice City (GTA:VC), and Grand Theft Auto: San Andreas (GTA:SA). Part One of the book discusses the fears, lawsuits, legislative proposals, and other public reactions to Grand Theft Auto, detailing the conflict between the developers of adult oriented games and various new forms of censorship. Depictions of race and violence, the pleasure of the carnivalistic gameplay, and the significance of sociopolitical satire in the series are all important elements in this controversy. It is argued that the general perception of digital changed fundamentally following the release of Grand Theft Auto III. The second section of the book approaches the games as they might be studied absent of the controversy. These essays study why and how players meaningfully play Grand Theft Auto games, reflecting on the elements of daily life that are represented in the games. They discuss the connection between game space and real space and the many ways that players mediate the symbols in a game with their minds, computers, and controllers.

Transmedia

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Publisher : CRC Press
ISBN 13 : 1136071415
Total Pages : 400 pages
Book Rating : 4.1/5 (36 download)

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Book Synopsis Transmedia by : Tom Dowd

Download or read book Transmedia written by Tom Dowd and published by CRC Press. This book was released on 2015-01-30 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: Don’t restrict your creative property to one media channel. Make the essential leap to transmedia! From film to television to games and beyond, Storytelling Across Worlds gives you the tools to weave a narrative universe across multiple platforms and meet the insatiable demand of today’s audience for its favorite creative property. This, the first primer in the field for both producers and writers, teaches you how to: * Employ film, television, games, novels, comics, and the web to build rich and immersive transmedia narratives * Create writing and production bibles for transmedia property * Monetize your stories across separate media channels * Manage transmedia brands, marketing, and rights * Work effectively with writers and producers in different areas of production * Engage audiences with transmedia storytelling Up-to-date examples of current transmedia and cross-media properties accompany each chapter and highlight this hot but sure-to-be enduring topic in modern media.

Popular Culture in Europe since 1800

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000954250
Total Pages : 248 pages
Book Rating : 4.0/5 (9 download)

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Book Synopsis Popular Culture in Europe since 1800 by : Tobias Becker

Download or read book Popular Culture in Europe since 1800 written by Tobias Becker and published by Taylor & Francis. This book was released on 2023-09-28 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book tells the story of the history of popular culture in Europe since 1800, providing a framework which challenges traditional associations that have formulated popular culture firmly in relation to the post-1945 period and the economic power of the USA. Focusing on key themes associated with modernity – secularisation, industrialisation, social cohesion and control, globalisation and technological change – this synthesis of research across a very wide field fills a gap that has long been felt by students and educators working in the field of popular culture. While it is organised as a history of cultural forms, it can also be used across a wide range of social science and humanities programmes, including media and cultural studies, literary studies, sociology and European studies. Covering the subject with a broad number of themes, this book discusses popular culture through visual culture and performance, games, music, film, television and video games. Popular Culture in Europe since 1800 will be of interest to anyone looking for an engaged but concise overview of how book production and reading practices, visual cultures, music, performance and sports and games developed across Europe in the modern period.

Encyclopedia of Computer Graphics and Games

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Author :
Publisher : Springer Nature
ISBN 13 : 3031231619
Total Pages : 2150 pages
Book Rating : 4.0/5 (312 download)

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Book Synopsis Encyclopedia of Computer Graphics and Games by : Newton Lee

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Playback – A Genealogy of 1980s British Videogames

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Author :
Publisher : Bloomsbury Publishing USA
ISBN 13 : 1628924888
Total Pages : 192 pages
Book Rating : 4.6/5 (289 download)

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Book Synopsis Playback – A Genealogy of 1980s British Videogames by : Alex Wade

Download or read book Playback – A Genealogy of 1980s British Videogames written by Alex Wade and published by Bloomsbury Publishing USA. This book was released on 2016-10-20 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: Through interviews with developers, gamers, and journalists examining the phenomena of bedroom coding, arcade gaming, and format wars, mapped onto enquiry into the seminal genres of the time including driving, shooting, and maze chase, Playback: A Genealogy of 1980s British Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This crucial and timely work fills a lacuna for students and researchers of sociology, media, and games studies and will be of interest to employees of the videogames and media industries. Research into videogames have never been greater, but exploration of their historic drivers is as elided as the technology is influential, giving rise to a range of questions. What were the social and economic conditions that gave rise to a billion dollar industry? What were the motivations of the early 'bedroom coders'? What are the legacies of the seminal videogames of the 1980s and how do they inform the current social, political and cultural landscape? With a focus on the characteristics of the UK videogame industry in the 1980s, Wade explores these questions from perspectives of consumption, production and leisure, outlining the construction of a habitus unique to this time.

You Are The Hero

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Author :
Publisher : Snowbooks Ltd
ISBN 13 : 1909679402
Total Pages : 272 pages
Book Rating : 4.9/5 (96 download)

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Book Synopsis You Are The Hero by : Jonathan Green

Download or read book You Are The Hero written by Jonathan Green and published by Snowbooks Ltd. This book was released on 2014-09-07 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fighting Fantasy gamebooks have sold over 17 million books worldwide, in over 30 languages. But when Steve Jackson and Ian Livingstone sat down to write The Warlock of Firetop Mountain they had no idea this one book would go on to spawn another eighty or more titles, and have an immeasurable impact on a generation of children growing up in the 1980s. Part history, part celebration, YOU ARE THE HERO chronicles more than three decades of Fighting Fantasy. Written by Jonathan Green (author of seven Fighting Fantasy titles), this mighty tome will appeal to anyone who ever wiled away a washed-out summer holiday with only two dice, a pencil, and an eraser for company. This is a fixed format PDF eBook, with all of the same stunning, full-colour artwork as the hardback and paperback. Best viewed on a colour screen of 7" upwards, as a daily reader to keep your precious hardback safe. “YOU ARE THE HERO is as read-under-the-covers immersive as its subject matter; great characters, amazing stories and a surprise behind every door. 5 stars!" -- SCIFI Now “The most comprehensive history of the Fighting Fantasy phenomenon I've ever seen. With its maps, notes, art and photographs it's not just a celebration but a fascinating resource." -- SFX “How many thousands of heroes did these books create? And how many lost their lives with a bad roll of the dice? A publishing phenomenon, without which computer games wouldn't be what they are today. About time these books were celebrated. Now go to page 45 and face your nemesis." -- Charlie Higson

Playing American

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Author :
Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3111317757
Total Pages : 246 pages
Book Rating : 4.1/5 (113 download)

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Book Synopsis Playing American by : Sören Schoppmeier

Download or read book Playing American written by Sören Schoppmeier and published by Walter de Gruyter GmbH & Co KG. This book was released on 2023-10-02 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames have always depicted representations of American culture, but how exactly they feed back into this culture is less obvious. Advocating an action-based understanding of both videogames and culture, this book delineates how aspects of American culture are reproduced transnationally through popular open-world videogames. Playing American proposes an analytic focus on open-world videogames' "ambient operations" and traces practices of "playing American" through the stages of videogame development, gameplay, and reception. Three case studies - concentrating on the Grand Theft Auto, Watch Dogs, and Red Dead Redemption franchises, respectively - highlight different figurations of "playing American." Thematic foci range from public discourses on systemic racism and neoliberal capitalism to the justification of real-world surveillance practices and to the reconfiguration of the Western in the digital age. Playing American provides those interested in either videogames or American culture with a fresh angle and new concepts regarding its subject matters. It demonstrates that videogames are agents of cultural reproduction that do distinct cultural work for American culture in the twenty-first century.

Video Games and American Culture

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Author :
Publisher : Rowman & Littlefield
ISBN 13 : 1793601313
Total Pages : 163 pages
Book Rating : 4.7/5 (936 download)

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Book Synopsis Video Games and American Culture by : Aaron A. Toscano

Download or read book Video Games and American Culture written by Aaron A. Toscano and published by Rowman & Littlefield. This book was released on 2019-12-12 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are.