Read Books Online and Download eBooks, EPub, PDF, Mobi, Kindle, Text Full Free.
Lucky Wander Boy
Download Lucky Wander Boy full books in PDF, epub, and Kindle. Read online Lucky Wander Boy ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Download or read book Lucky Wander Boy written by D. B. Weiss and published by Plume Books. This book was released on 2003 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: Like "High Fidelity" for video game junkies, "Lucky Wander Boy" follows a child of the 80s on his quest to find the perfect game.
Download or read book Lucky Wander Boy written by D. B. Weiss and published by Turtleback Books. This book was released on 2003-02 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Like High Fidelity for video game junkies, Lucky Wander Boy follows a child of the 80s on his quest to find the perfect game.
Download or read book Lucky Wander Boy written by D. B. Weiss and published by Plume Books. This book was released on 2003 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: Like "High Fidelity" for video game junkies, "Lucky Wander Boy" follows a child of the 80s on his quest to find the perfect game.
Book Synopsis Ready Reader One by : Megan Amber Condis
Download or read book Ready Reader One written by Megan Amber Condis and published by LSU Press. This book was released on 2024-06-12 with total page 359 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ready Reader One explores the many ways literature depicts, engages with, and imagines videogames and gamers. The diverse group of authors included in this collection take an expansive view of “videogame literature,” with essays that consider written works ranging from life writing to speculative fiction to videogame guides created for the internet. In an age of ever-increasing gamification, in which gaming literacy is important to understanding popular culture and technological power, Ready Reader One examines the role of videogame literature in explaining not only how we play videogames, but how we read and write about them.
Download or read book Game After written by Raiford Guins and published by MIT Press. This book was released on 2014-01-24 with total page 371 pages. Available in PDF, EPUB and Kindle. Book excerpt: A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games—whether behind glass in display cases or recreated as an iPad app—offers a new way to explore the diverse topography of game history.
Download or read book Game written by Tom Tyler and published by U of Minnesota Press. This book was released on 2022-05-31 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: A playful reflection on animals and video games, and what each can teach us about the other Video games conjure new worlds for those who play them, human or otherwise: they’ve been played by cats, orangutans, pigs, and penguins, and they let gamers experience life from the perspective of a pet dog, a predator or a prey animal, or even a pathogen. In Game, author Tom Tyler provides the first sustained consideration of video games and animals and demonstrates how thinking about animals and games together can prompt fresh thinking about both. Game comprises thirteen short essays, each of which examines a particular video game, franchise, aspect of gameplay, or production in which animals are featured, allowing us to reflect on conventional understandings of humans, animals, and the relationships between them. Tyler contemplates the significance of animals who insert themselves into video games, as protagonists, opponents, and brute resources, but also as ciphers, subjects, and subversive guides to new ways of thinking. These animals encourage us to reconsider how we understand games, contesting established ideas about winning and losing, difficulty settings, accessibility, playing badly, virtuality, vitality and vulnerability, and much more. Written in a playful style, Game draws from a dizzying array of sources, from children’s television, sitcoms, and regional newspapers to medieval fables, Shakespearean tragedy, and Edwardian comedy; from primatology, entomology, and hunting and fishing manuals to theological tracts and philosophical treatises. By examining video games through the lens of animals and animality, Tyler leads us to a greater humility regarding the nature and status of the human creature, and a greater sensitivity in dealings with other animals.
Book Synopsis Coin-Operated Americans by : Carly A. Kocurek
Download or read book Coin-Operated Americans written by Carly A. Kocurek and published by U of Minnesota Press. This book was released on 2015-09-30 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video gaming: it’s a boy’s world, right? That’s what the industry wants us to think. Why and how we came to comply are what Carly A. Kocurek investigates in this provocative consideration of how an industry’s craving for respectability hooked up with cultural narratives about technology, masculinity, and youth at the video arcade. From the dawn of the golden age of video games with the launch of Atari’s Pong in 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade, Coin-Operated Americans explores the development and implications of the “video gamer” as a cultural identity. This cultural-historical journey takes us to the Twin Galaxies arcade in Ottumwa, Iowa, for a close look at the origins of competitive gaming. It immerses us in video gaming’s first moral panic, generated by Exidy’s Death Race (1976), an unlicensed adaptation of the film Death Race 2000. And it ventures into the realm of video game films such as Tron and WarGames, in which gamers become brilliant, boyish heroes. Whether conducting a phenomenological tour of a classic arcade or evaluating attempts, then and now, to regulate or eradicate arcades and coin-op video games, Kocurek does more than document the rise and fall of a now-booming industry. Drawing on newspapers, interviews, oral history, films, and television, she examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys. A case study of this once emergent and now revived medium became the presumed enclave of boys and young men, Coin-Operated Americans is history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video games—and in the digital working world beyond.
Book Synopsis 100 Things Game of Thrones Fans Should Know & Do Before They Die by : Rowan Kaiser
Download or read book 100 Things Game of Thrones Fans Should Know & Do Before They Die written by Rowan Kaiser and published by Triumph Books. This book was released on 2017-08-01 with total page 390 pages. Available in PDF, EPUB and Kindle. Book excerpt: Every Game of Thrones fan remembers where they were for Ned Stark's untimely demise, can hum the tune of "The Rains of Castamere," and can't wait to find out Daenerys Targaryen's next move. But do you know the real inspiration for the Red Wedding? Or how to book a trip to visit Winterfell? 100 Things Game of Thrones Fans Should Know & Do Before They Die is the ultimate resource for true fans. Whether you've read all of George R.R. Martin's original novels or just recently devoured every season of the hit show, these are the 100 things all Game of Thrones fans need to know and do in their lifetime. Pop culture critic Rowan Kaiser has collected every essential piece of Game of Thrones knowledge and trivia, as well as must-do activities, and ranks them all from 1 to 100, providing an entertaining and easy-to-follow checklist as you progress on your way to fan superstardom!
Book Synopsis Crime and Deviance in Cyberspace by : DavidS. Wall
Download or read book Crime and Deviance in Cyberspace written by DavidS. Wall and published by Routledge. This book was released on 2017-07-05 with total page 669 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume presents the reader with an interesting and, at times, provocative selection of contemporary thinking about cybercrimes and their regulation. The contributions cover the years 2002-2007, during which period internet service delivery speeds increased a thousand-fold from 56kb to 56mb per second. When combined with advances in networked technology, these faster internet speeds not only made new digital environments more easily accessible, but they also helped give birth to a completely new generation of purely internet-related cybercrimes ranging from spamming, phishing and other automated frauds to automated crimes against the integrity of the systems and their content. In order to understand these developments, the volume introduces new cybercrime viewpoints and issues, but also a critical edge supported by some of the new research that is beginning to challenge and surpass the hitherto journalistically-driven news stories that were once the sole source of information about cybercrimes.
Book Synopsis The Meaning of Video Games by : Steven E. Jones
Download or read book The Meaning of Video Games written by Steven E. Jones and published by Routledge. This book was released on 2008-04-11 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.
Book Synopsis Vying for the Iron Throne by : Lindsey Mantoan
Download or read book Vying for the Iron Throne written by Lindsey Mantoan and published by McFarland. This book was released on 2018-10-17 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game of Thrones has changed the landscape of television during an era hailed as the Golden Age of TV. An adaptation of George R.R. Martin's epic fantasy A Song of Fire and Ice, the HBO series has taken on a life of its own with original plotlines that advance past those of Martin's books. The death of protagonist Ned Stark at the end of Season One launched a killing spree in television--major characters now die on popular shows weekly. While many shows kill off characters for pure shock value, death on Game of Thrones produces seismic shifts in power dynamics--and resurrected bodies that continue to fight. This collection of new essays explores how power, death, gender, and performance intertwine in the series.
Download or read book Play Money written by Julian Dibbell and published by Basic Books. This book was released on 2007-03-09 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: Play Money explores a remarkable new phenomenon that's just beginning to enter public consciousness: MMORPGs, or Massively MultiPlayer Online Role-Playing Games, in which hundreds of thousands of players operate fantasy characters in virtual environments the size of continents. With city-sized populations of nearly full-time players, these games generate their own cultures, governments, and social systems and, inevitably, their own economies, which spill over into the real world. The desire for virtual goods -- magic swords, enchanted breastplates, and special, hard-to-get elixirs -- has spawned a cottage industry of "virtual loot farmers": People who play the games just to obtain fantasy goods that they can sell in the real world. The best loot farmers can make between six figures a year and six figures a month.Play Money is an extended walk on the weird side: a vivid snapshot of a subculture whose denizens were once the stuff of mere sociological spectacle but now -- with computer gaming poised to eclipse all other entertainments in dollar volume, and with the lines between play and work, virtual and real increasingly blurred -- look more and more like the future.
Book Synopsis Video Gaming in Science Fiction by : Jason Barr
Download or read book Video Gaming in Science Fiction written by Jason Barr and published by McFarland. This book was released on 2018-09-28 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: As video gaming and gaming culture became more mainstream in the 1970s, science fiction authors began to incorporate aspects of each into their work. This study examines how media-fueled paranoia about video gaming--first emerging almost fifty years ago--still resonates in modern science fiction. The author reveals how negative stereotypes of gamers and gaming have endured in depictions of modern gamers in the media and how honest portrayals are still wanting, even in the "forward thinking" world of science fiction.
Download or read book Sleaze Artists written by Jeffrey Sconce and published by Duke University Press. This book was released on 2007-10-24 with total page 351 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bad Girls Go to Hell. Cannibal Holocaust. Eve and the Handyman. Examining film culture’s ongoing fascination with the low, bad, and sleazy faces of cinema, Sleaze Artists brings together film scholars with a shared interest in the questions posed by disreputable movies and suspect cinema. They explore the ineffable quality of “sleaze” in relation to a range of issues, including the production realities of low-budget exploitation pictures and the ever-shifting terrain of reception and taste. Writing about horror, exploitation, and sexploitation films, the contributors delve into topics ranging from the place of the “Aztec horror film” in debates about Mexican national identity to a cycle of 1960s films exploring homosexual desire in the military. One contributor charts the distribution saga of Mario Bava’s 1972 film Lisa and the Devil through the highs and lows of art cinema, fringe television, grindhouse circuits, and connoisseur DVD markets. Another offers a new perspective on the work of Doris Wishman, the New York housewife turned sexploitation director of the 1960s who has become a cult figure in bad-cinema circles over the past decade. Other contributors analyze the relation between image and sound in sexploitation films and Italian horror movies, the advertising strategies adopted by sexploitation producers during the early 1960s, the relationship between art and trash in Todd Haynes’s oeuvre, and the ways that the Friday the 13th series complicates the distinction between “trash” and “legitimate” cinema. The volume closes with an essay on why cinephiles love to hate the movies. Contributors. Harry M. Benshoff, Kay Dickinson, Chris Fujiwara, Colin Gunckel, Joan Hawkins, Kevin Heffernan, Matt Hills, Chuck Kleinhans, Tania Modleski, Eric Schaefer, Jeffrey Sconce, Greg Taylor
Book Synopsis Between Homelands in Michael Ondaatje’s Fiction by : Julie Mehta
Download or read book Between Homelands in Michael Ondaatje’s Fiction written by Julie Mehta and published by Taylor & Francis. This book was released on 2024-09-13 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: Between Homelands in Michael Ondaatje’s Fiction is a comprehensive study of the novels of the Sri Lankan-Canadian author and poet, Michael Ondaatje. This survey of the Booker Prize-winning novelist’s works locates him as a powerful voice that urges globalization and multiculture in a world that is closing its borders. It reconnoitres Ondaatje’s search for a homeland by cracking open the core of his evocative, inventive, and innovative concepts that undergird his art of storytelling. The contributors in this volume examine themes such as literary cosmopolitanism, Sri Lankan identity, diasporic identity, race and racism, home and belonging, trauma in the Sri Lankan civil war, war games, and uncertainty theory. An important contribution to Ondaatje studies, the book is an indispensable resource for students and researchers of Sri Lankan literature, diasporic and world literatures, South Asian and Canadian studies, cultural studies, postcolonial fiction, and history.
Book Synopsis Inside HBO's Game of Thrones by : Bryan Cogman
Download or read book Inside HBO's Game of Thrones written by Bryan Cogman and published by Chronicle Books. This book was released on 2012-09-21 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: The official companion to HBO’s blockbuster fantasy series features 100s of photos, storyboards, costume designs, insider stories, and much more. One of the highest-rated cable series of all time, HBO’s Game of Thrones was a major cultural phenomenon. In this official companion book, executive story editor Bryan Cogman gives fans new ways to enter this expansive fantasy world and discover more about the characters and electrifying plotlines. Inside HBO’s Game of Thrones: Seasons 1 & 2 reveal how the show’s creators translated George R. R. Martin’s best-selling fantasy series into the unforgettable land of Westeros. Featuring interviews with key actors and crew members that capture the best scripted and unscripted moments from the first two seasons, as well as a preface by George R. R. Martin, this special volume offers exclusive access to this beloved television series.
Book Synopsis Journals: 1990 - 2014 by : Rudy Rucker
Download or read book Journals: 1990 - 2014 written by Rudy Rucker and published by Transreal Books. This book was released on 2015-04-10 with total page 1313 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ride the wave with Rudy Rucker---author, programmer, mathematician, professor, cyberpunk, hipster, transrealist, and family man. A writer’s journey. Rucker composed "Journals: 1990-2014" over twenty-five years. A long-running adventure. Entries include: Introspection and philosophizing, sketches of daily life, descriptions of Rucker's travels, and notes on writing.