How Pac-Man Eats

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Author :
Publisher : MIT Press
ISBN 13 : 026204465X
Total Pages : 382 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis How Pac-Man Eats by : Noah Wardrip-Fruin

Download or read book How Pac-Man Eats written by Noah Wardrip-Fruin and published by MIT Press. This book was released on 2020-12-15 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making games are connected to what games can and do mean. Wardrip-Fruin proposes that games work at a fundamental level on which their mechanics depend: operational logics. Games are about things because they use play to address topics; they do this through playable models (of which operational logics are the primary building blocks): larger structures used to represent what happens in a game world that relate meaningfully to a theme. Game creators can expand the expressiveness of games, Wardrip-Fruin explains, by expanding an operational logic. Pac-Man can eat, for example, because a game designer expanded the meaning of collision from hitting things to consuming them. Wardrip-Fruin describes strategies game creators use to expand what can be said through games, with examples drawn from indie games, art games, and research games that address themes ranging from border policy to gender transition. These include Papers, Please, which illustrates expansive uses of pattern matching; Prom Week, for which the game's developers created a model of social volition to enable richer relationships between characters; and Dys4ia, which demonstrates a design approach that supports game metaphors of high complexity.

How Pac-Man Eats

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Author :
Publisher : MIT Press
ISBN 13 : 0262360977
Total Pages : 382 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis How Pac-Man Eats by : Noah Wardrip-Fruin

Download or read book How Pac-Man Eats written by Noah Wardrip-Fruin and published by MIT Press. This book was released on 2020-12-15 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making games are connected to what games can and do mean.

The Pac Man Riddle and Joke Book

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Author :
Publisher : Pocket Books
ISBN 13 : 9780671461850
Total Pages : 124 pages
Book Rating : 4.4/5 (618 download)

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Book Synopsis The Pac Man Riddle and Joke Book by : Mike Thaler

Download or read book The Pac Man Riddle and Joke Book written by Mike Thaler and published by Pocket Books. This book was released on 1982-11-01 with total page 124 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Elements of Game Design

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Publisher : MIT Press
ISBN 13 : 0262362872
Total Pages : 251 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Elements of Game Design by : Robert Zubek

Download or read book Elements of Game Design written by Robert Zubek and published by MIT Press. This book was released on 2020-08-18 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: An introduction to the basic concepts of game design, focusing on techniques used in commercial game production. This textbook by a well-known game designer introduces the basics of game design, covering tools and techniques used by practitioners in commercial game production. It presents a model for analyzing game design in terms of three interconnected levels--mechanics and systems, gameplay, and player experience--and explains how novice game designers can use these three levels as a framework to guide their design process. The text is notable for emphasizing models and vocabulary used in industry practice and focusing on the design of games as dynamic systems of gameplay.

Software Studies

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Publisher : MIT Press
ISBN 13 : 0262062747
Total Pages : 349 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Software Studies by : Matthew Fuller

Download or read book Software Studies written by Matthew Fuller and published by MIT Press. This book was released on 2008 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection of short expository, critical and speculative texts offers a field guide to the cultural, political, social and aesthetic impact of software. Experts from a range of disciplines each take a key topic in software and the understanding of software, such as algorithms and logical structures.

Handbook of Computer Game Studies

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Publisher : MIT Press
ISBN 13 : 0262516586
Total Pages : 471 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Handbook of Computer Game Studies by : Joost Raessens

Download or read book Handbook of Computer Game Studies written by Joost Raessens and published by MIT Press. This book was released on 2011-08-19 with total page 471 pages. Available in PDF, EPUB and Kindle. Book excerpt: A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.

Racing the Beam

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Author :
Publisher : MIT Press
ISBN 13 : 0262539764
Total Pages : 193 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Racing the Beam by : Nick Montfort

Download or read book Racing the Beam written by Nick Montfort and published by MIT Press. This book was released on 2020-02-25 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.

Food Politics

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Publisher : Univ of California Press
ISBN 13 : 0520955064
Total Pages : 537 pages
Book Rating : 4.5/5 (29 download)

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Book Synopsis Food Politics by : Marion Nestle

Download or read book Food Politics written by Marion Nestle and published by Univ of California Press. This book was released on 2013-05-14 with total page 537 pages. Available in PDF, EPUB and Kindle. Book excerpt: We all witness, in advertising and on supermarket shelves, the fierce competition for our food dollars. In this engrossing exposé, Marion Nestle goes behind the scenes to reveal how the competition really works and how it affects our health. The abundance of food in the United States--enough calories to meet the needs of every man, woman, and child twice over--has a downside. Our over-efficient food industry must do everything possible to persuade people to eat more--more food, more often, and in larger portions--no matter what it does to waistlines or well-being. Like manufacturing cigarettes or building weapons, making food is big business. Food companies in 2000 generated nearly $900 billion in sales. They have stakeholders to please, shareholders to satisfy, and government regulations to deal with. It is nevertheless shocking to learn precisely how food companies lobby officials, co-opt experts, and expand sales by marketing to children, members of minority groups, and people in developing countries. We learn that the food industry plays politics as well as or better than other industries, not least because so much of its activity takes place outside the public view. Editor of the 1988 Surgeon General's Report on Nutrition and Health, Nestle is uniquely qualified to lead us through the maze of food industry interests and influences. She vividly illustrates food politics in action: watered-down government dietary advice, schools pushing soft drinks, diet supplements promoted as if they were First Amendment rights. When it comes to the mass production and consumption of food, strategic decisions are driven by economics--not science, not common sense, and certainly not health. No wonder most of us are thoroughly confused about what to eat to stay healthy. An accessible and balanced account, Food Politics will forever change the way we respond to food industry marketing practices. By explaining how much the food industry influences government nutrition policies and how cleverly it links its interests to those of nutrition experts, this path-breaking book helps us understand more clearly than ever before what we eat and why.

The Media Snatcher

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Publisher : MIT Press
ISBN 13 : 0262042908
Total Pages : 207 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis The Media Snatcher by : Carl Therrien

Download or read book The Media Snatcher written by Carl Therrien and published by MIT Press. This book was released on 2019-10-08 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: An in-depth exploration of a neglected video game platform of the 1990s and a reflection on the way we construct the cultural history of video games. In The Media Snatcher, Carl Therrien offers an in-depth exploration of NEC's PC Engine/TurboGrafx-16, a little-studied video game platform released in the late 1980s. The PC Engine was designed to bring technological expandability to the world of game consoles; The Media Snatcher's subtitle evokes some of the expansions and the numerous rebranded versions of the system released by NEC, including the first CD-ROM add-on in video game history. The platform makers hoped that expandability would allow its console to remain at the cutting edge and even catch up with such perceptually rich media as cinema and anime. More than a simple shape-shifter, the PC Engine became a media snatcher. Therrien examines the multidirectional interactions of video game technologies, commercial structures, and cultural dynamics. He considers, among other things, hyperbolic marketing and its impact on how we construct video game history; glitches, technological obsolescence, and the difficulty of conducting media archaeology of the recent past; the emergence of male-centered power fantasies through audiovisual rewards; the rise of original genres such as visual novels; and the sustained efforts to integrate PC Engine software in the sprawling media landscape of Japan (where the PC Engine found much of its success). Avoiding the usual techno-industrial glorification, Therrien recounts the bold technological aspirations of the platform makers and the struggles to make the actual technology realize its potential.

Mastering Pac-Man

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Publisher :
ISBN 13 : 9781626548978
Total Pages : 130 pages
Book Rating : 4.5/5 (489 download)

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Book Synopsis Mastering Pac-Man by : Ken Uston

Download or read book Mastering Pac-Man written by Ken Uston and published by . This book was released on 2014-09-30 with total page 130 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since his creation in 1980, PAC-MAN(TM) has taken the world by storm. This little yellow fellow launched a new genre of video games that appealed to boys, girls, men, and women. Over thirty years later, PAC-MAN is easily found in arcades, restaurants, bars, casinos, living rooms, and mobile devices everywhere! Whether you're playing on a vintage machine or a modern gaming system, Mastering PAC-MAN is the key to boosting your scores and conquering the game. In this fully illustrated and comprehensive guide, master gamer Ken Uston reveals his secrets to this timeless game. Learn the strategies behind the game's main patterns and secrets to becoming a true Pac-Master: Basic patterns for battling monsters Strategies for slow & fast games Playing PUC-ONE(TM) Improvising your own patterns Hustling Portable PAC-MAN Head-To-Head(TM) PAC-MAN Eat-And-Run(TM) Mazeman(TM) From its initial publication, Mastering PAC-MAN set the standard for videogame guides. Now, back by popular demand, this detailed manual is available for a new generation and remains an essential addition to the library of every serious gamer and game collector. Readers interested in related titles from Ken Uston will also want to see: Ken Uston on Blackjack (ISBN: 9781626548961), Million Dollar Blackjack (ISBN: 9781626548954), Ken Uston on Blackjack (ISBN: 9781626548961), Million Dollar Blackjack (ISBN: 9781626548954).

Future Gaming

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Publisher : MIT Press
ISBN 13 : 1906897557
Total Pages : 162 pages
Book Rating : 4.9/5 (68 download)

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Book Synopsis Future Gaming by : Paolo Ruffino

Download or read book Future Gaming written by Paolo Ruffino and published by MIT Press. This book was released on 2018-05-04 with total page 162 pages. Available in PDF, EPUB and Kindle. Book excerpt: A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.

Expressive Processing

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Publisher : MIT Press
ISBN 13 : 0262013436
Total Pages : 500 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Expressive Processing by : Noah Wardrip-Fruin

Download or read book Expressive Processing written by Noah Wardrip-Fruin and published by MIT Press. This book was released on 2009 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the complex city-planning game SimCity to the virtual therapist Eliza: how computational processes open possibilities for understanding and creating digital media.

Trigger Happy

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Publisher : Simon and Schuster
ISBN 13 : 162872224X
Total Pages : 999 pages
Book Rating : 4.6/5 (287 download)

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Book Synopsis Trigger Happy by : Steven Poole

Download or read book Trigger Happy written by Steven Poole and published by Simon and Schuster. This book was released on 2011-11-07 with total page 999 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Edge calls Trigger Happy a "seminal piece of work." For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

Making Games

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Publisher : MIT Press
ISBN 13 : 0262361353
Total Pages : 171 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Making Games by : Stefan Werning

Download or read book Making Games written by Stefan Werning and published by MIT Press. This book was released on 2021-02-16 with total page 171 pages. Available in PDF, EPUB and Kindle. Book excerpt: An argument that production tools shape the aesthetics and political economy of games as an expressive medium. In Making Games, Stefan Werning considers the role of tools (primarily but not exclusively software), their design affordances, and the role they play as sociotechnical actors. Drawing on a wide variety of case studies, Werning argues that production tools shape the aesthetics and political economy of games as an expressive medium. He frames game-making as a (meta)game in itself and shows that tools, like games, have their own "procedural rhetoric" and should not always be conceived simply in terms of optimization and best practices.

The Angel and the Assassin

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Publisher : Ballantine Books
ISBN 13 : 152479919X
Total Pages : 322 pages
Book Rating : 4.5/5 (247 download)

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Book Synopsis The Angel and the Assassin by : Donna Jackson Nakazawa

Download or read book The Angel and the Assassin written by Donna Jackson Nakazawa and published by Ballantine Books. This book was released on 2021-01-19 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: A thrilling story of scientific detective work and medical potential that illuminates the newly understood role of microglia—an elusive type of brain cell that is vitally relevant to our everyday lives. “The rarest of books: a combination of page-turning discovery and remarkably readable science journalism.”—Mark Hyman, MD, #1 New York Times bestselling author of Food: What the Heck Should I Eat? NAMED ONE OF THE BEST BOOKS OF THE YEAR BY WIRED Until recently, microglia were thought to be helpful but rather boring: housekeeper cells in the brain. But a recent groundbreaking discovery has revealed that they connect our physical and mental health in surprising ways. When triggered—and anything that stirs up the immune system in the body can activate microglia, including chronic stressors, trauma, and viral infections—they can contribute to memory problems, anxiety, depression, and Alzheimer’s. Under the right circumstances, however, microglia can be coaxed back into being angelic healers, able to make brain repairs in ways that help alleviate symptoms and hold the promise to one day prevent disease. With the compassion born of her own experience, award-winning journalist Donna Jackson Nakazawa illuminates this newly understood science, following practitioners and patients on the front lines of treatments that help to “reboot” microglia. In at least one case, she witnesses a stunning recovery—and in others, significant relief from pressing symptoms, offering new hope to the tens of millions who suffer from mental, cognitive, and physical health issues. Hailed as a “riveting,” “stunning,” and “visionary,” The Angel and the Assassin offers us a radically reconceived picture of human health and promises to change everything we thought we knew about how to heal ourselves.

How to Play Video Games

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Author :
Publisher : NYU Press
ISBN 13 : 1479827983
Total Pages : 376 pages
Book Rating : 4.4/5 (798 download)

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Book Synopsis How to Play Video Games by : Nina Huntemann

Download or read book How to Play Video Games written by Nina Huntemann and published by NYU Press. This book was released on 2019-03-26 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Resonant Games

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Publisher : MIT Press
ISBN 13 : 0262037807
Total Pages : 267 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Resonant Games by : Eric Klopfer

Download or read book Resonant Games written by Eric Klopfer and published by MIT Press. This book was released on 2018-07-17 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.