GamePro

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Publisher :
ISBN 13 :
Total Pages : 134 pages
Book Rating : 4./5 ( download)

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Book Synopsis GamePro by :

Download or read book GamePro written by and published by . This book was released on 2005 with total page 134 pages. Available in PDF, EPUB and Kindle. Book excerpt:

GamePro Hot Tips

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Publisher : Wiley Publishing
ISBN 13 : 9781878058010
Total Pages : 228 pages
Book Rating : 4.0/5 (58 download)

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Book Synopsis GamePro Hot Tips by : LeeAnne McDermott

Download or read book GamePro Hot Tips written by LeeAnne McDermott and published by Wiley Publishing. This book was released on 1990 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt:

GamePro's Official Mortal Kombat Strategy Guide

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Publisher :
ISBN 13 : 9781882455010
Total Pages : 164 pages
Book Rating : 4.4/5 (55 download)

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Book Synopsis GamePro's Official Mortal Kombat Strategy Guide by :

Download or read book GamePro's Official Mortal Kombat Strategy Guide written by and published by . This book was released on 1993-11 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Final Fantasy VII

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Publisher : PediaPress
ISBN 13 :
Total Pages : 217 pages
Book Rating : 4./5 ( download)

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Download or read book Final Fantasy VII written by and published by PediaPress. This book was released on with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Video Game Art Reader

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Publisher : Amherst College Press
ISBN 13 : 1943208425
Total Pages : 67 pages
Book Rating : 4.9/5 (432 download)

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Book Synopsis Video Game Art Reader by : Tiffany Funk

Download or read book Video Game Art Reader written by Tiffany Funk and published by Amherst College Press. This book was released on 2022-04 with total page 67 pages. Available in PDF, EPUB and Kindle. Book excerpt: This special edition of the VGA Reader, guest-edited by Christopher W. Totten and Enrica Lovaglio Costello, focuses on the connections between video games and architectural design. Each of the essays in this volume engages in critical investigations that reveal how game spaces evoke meaning, enhance game narratives, and explore unconventional themes. Contributions by Christopher Barney, Enrica Lovaglio Costello, Ross De Vito, Chanelle Mosquera, Zack Ragozzino, Gabriella Santiago, Bobby Schweizer, Christopher W. Totten, Dr. Zöe J. Wood, and Robert Yang.

''Chrono'' Series

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Publisher : PediaPress
ISBN 13 :
Total Pages : 145 pages
Book Rating : 4./5 ( download)

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Download or read book ''Chrono'' Series written by and published by PediaPress. This book was released on with total page 145 pages. Available in PDF, EPUB and Kindle. Book excerpt:

The Games Machines

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Publisher : PediaPress
ISBN 13 :
Total Pages : 919 pages
Book Rating : 4./5 ( download)

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Download or read book The Games Machines written by and published by PediaPress. This book was released on with total page 919 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Serious Games

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Publisher : Routledge
ISBN 13 : 1135848904
Total Pages : 643 pages
Book Rating : 4.1/5 (358 download)

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Book Synopsis Serious Games by : Ute Ritterfeld

Download or read book Serious Games written by Ute Ritterfeld and published by Routledge. This book was released on 2009-09-10 with total page 643 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.

PlayStation? 2 For Dummies?

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Publisher : For Dummies
ISBN 13 : 9780764508332
Total Pages : 316 pages
Book Rating : 4.5/5 (83 download)

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Book Synopsis PlayStation? 2 For Dummies? by : Dan Amrich

Download or read book PlayStation? 2 For Dummies? written by Dan Amrich and published by For Dummies. This book was released on 2001-04-15 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: With its Internet port, DVD player, and computing muscle -- not to mention its next-generation graphics -- Sony Playstation 2 is today's hottest entertainment platform. Written by the experts at GamePro magazine, this friendly guide shows you how to have more fun with Playstation 2, from the inside scoop on gaming techniques and video applications to a game directory complete with tips, tricks, and cheats.

Marketing Violent Entertainment to Children:a one-year follow-up review of industry practices in the motion picture, music recording & electronic game industries:

Download Marketing Violent Entertainment to Children:a one-year follow-up review of industry practices in the motion picture, music recording & electronic game industries: PDF Online Free

Author :
Publisher : DIANE Publishing
ISBN 13 : 1428952888
Total Pages : 102 pages
Book Rating : 4.4/5 (289 download)

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Book Synopsis Marketing Violent Entertainment to Children:a one-year follow-up review of industry practices in the motion picture, music recording & electronic game industries: by :

Download or read book Marketing Violent Entertainment to Children:a one-year follow-up review of industry practices in the motion picture, music recording & electronic game industries: written by and published by DIANE Publishing. This book was released on 2006 with total page 102 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Mortal Kombat

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Publisher : University of Michigan Press
ISBN 13 : 0472902628
Total Pages : 171 pages
Book Rating : 4.4/5 (729 download)

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Book Synopsis Mortal Kombat by : David Church

Download or read book Mortal Kombat written by David Church and published by University of Michigan Press. This book was released on 2022-02-17 with total page 171 pages. Available in PDF, EPUB and Kindle. Book excerpt: Upon its premiere in 1992, Midway’s Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent “fatality” moves performed by photorealistic characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consoles. Along the way, it became one of the world’s most iconic fighting games, and formed a transmedia franchise that continues to this day. This book traces Mortal Kombat’s history as an American product inspired by both Japanese video games and Chinese martial-arts cinema, its successes and struggles in adapting to new market trends, and the ongoing influence of its secret-strewn narrative world. After outlining the specific elements of gameplay that differentiated Mortal Kombat from its competitors in the coin-op market, David Church examines the various martial-arts films that inspired its Orientalist imagery, helping explain its stereotypical uses of race and gender. He also posits the games as a cultural landmark from a moment when public policy attempted to intervene in both the remediation of cinematic aesthetics within interactive digital games and in the transition of public gaming spaces into the domestic sphere. Finally, the book explores how the franchise attempted to conquer other forms of media in the 1990s, lost ground to a new generation of 3D games in the 2000s, and has successfully rebooted itself in the 2010s to reclaim its legacy.

StarCraft

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Publisher : PediaPress
ISBN 13 :
Total Pages : 141 pages
Book Rating : 4./5 ( download)

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Download or read book StarCraft written by and published by PediaPress. This book was released on with total page 141 pages. Available in PDF, EPUB and Kindle. Book excerpt:

The World of Scary Video Games

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501316222
Total Pages : 489 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis The World of Scary Video Games by : Bernard Perron

Download or read book The World of Scary Video Games written by Bernard Perron and published by Bloomsbury Publishing USA. This book was released on 2018-05-31 with total page 489 pages. Available in PDF, EPUB and Kindle. Book excerpt: As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.

Best Before

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Publisher : Routledge
ISBN 13 : 1136502653
Total Pages : 194 pages
Book Rating : 4.1/5 (365 download)

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Book Synopsis Best Before by : James Newman

Download or read book Best Before written by James Newman and published by Routledge. This book was released on 2012-08-21 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite record sales and an ever-growing global industry, the simple fact is that videogames are disappearing. Most obviously, the physical deterioration of discs, cartridges, consoles and controllers means that the data and devices will crumble to dust and eventually will be lost forever. However, there is more to the disappearance of videogames than plastic corrosion and bit rot. Best Before examines how the videogames industry's retail, publishing, technology design, advertising and marketing practices actively produce obsolescence, wearing out and retiring old games to make way for the always new, just out of reach, 'coming soon' title and 'next generation' platform. Set against the context of material deterioration and the discursive production of obsolescence, Best Before examines the conceptual and practical challenges faced within the nascent field of game preservation. Understanding videogames as rich, complex and mutable texts and experiences that are supported and sustained by cultures of gameplay and fandom, Best Before considers how - and even whether - we might preserve and present games for future generations.

CIO

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Publisher :
ISBN 13 :
Total Pages : 96 pages
Book Rating : 4./5 ( download)

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Download or read book CIO written by and published by . This book was released on 1995-12-01 with total page 96 pages. Available in PDF, EPUB and Kindle. Book excerpt:

CIO

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Publisher :
ISBN 13 :
Total Pages : 94 pages
Book Rating : 4./5 ( download)

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Book Synopsis CIO by :

Download or read book CIO written by and published by . This book was released on 1996-04-01 with total page 94 pages. Available in PDF, EPUB and Kindle. Book excerpt:

A History of Competitive Gaming

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Publisher : Routledge
ISBN 13 : 100058853X
Total Pages : 320 pages
Book Rating : 4.0/5 (5 download)

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Book Synopsis A History of Competitive Gaming by : Lu Zhouxiang

Download or read book A History of Competitive Gaming written by Lu Zhouxiang and published by Routledge. This book was released on 2022-05-13 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.