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I Just Really Like Retro Gaming Ok
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Book Synopsis 366 Days of World War II by : Richard Binder
Download or read book 366 Days of World War II written by Richard Binder and published by Richard Binder. This book was released on 2015-02-21 with total page 440 pages. Available in PDF, EPUB and Kindle. Book excerpt: World War II lasted six years. That's 2,194 days. What happened in those six years? In this new "diary," author Richard Binder takes a radical new approach to telling the story of the worst conflict humanity has ever experienced. Instead of trying to cover everything, he relates the happenings of just 366 days, the length of a single year. Choosing events great and small from the beginning of the war to its bitter end, he gives you a fascinating and sometimes shocking look at things you know from your high-school history and things you may never have heard of.
Book Synopsis Theory of Fun for Game Design by : Raph Koster
Download or read book Theory of Fun for Game Design written by Raph Koster and published by "O'Reilly Media, Inc.". This book was released on 2013-11-08 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins
Download or read book Extra Lives written by Tom Bissell and published by Vintage. This book was released on 2011-06-14 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.
Book Synopsis The Comic Book Story of Video Games by : Jonathan Hennessey
Download or read book The Comic Book Story of Video Games written by Jonathan Hennessey and published by Ten Speed Graphic. This book was released on 2017-10-03 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.
Book Synopsis The PlayStation Dreamworld by : Alfie Bown
Download or read book The PlayStation Dreamworld written by Alfie Bown and published by John Wiley & Sons. This book was released on 2017-10-16 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt: From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.
Download or read book The Last Lecture written by Randy Pausch and published by . This book was released on 2010 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The author, a computer science professor diagnosed with terminal cancer, explores his life, the lessons that he has learned, how he has worked to achieve his childhood dreams, and the effect of his diagnosis on him and his family.
Book Synopsis I Love Jesus, But I Want to Die by : Sarah J. Robinson
Download or read book I Love Jesus, But I Want to Die written by Sarah J. Robinson and published by WaterBrook. This book was released on 2021-05-11 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: A compassionate, shame-free guide for your darkest days “A one-of-a-kind book . . . to read for yourself or give to a struggling friend or loved one without the fear that depression and suicidal thoughts will be minimized, medicalized or over-spiritualized.”—Kay Warren, cofounder of Saddleback Church What happens when loving Jesus doesn’t cure you of depression, anxiety, or suicidal thoughts? You might be crushed by shame over your mental illness, only to be told by well-meaning Christians to “choose joy” and “pray more.” So you beg God to take away the pain, but nothing eases the ache inside. As darkness lingers and color drains from your world, you’re left wondering if God has abandoned you. You just want a way out. But there’s hope. In I Love Jesus, But I Want to Die, Sarah J. Robinson offers a healthy, practical, and shame-free guide for Christians struggling with mental illness. With unflinching honesty, Sarah shares her story of battling depression and fighting to stay alive despite toxic theology that made her afraid to seek help outside the church. Pairing her own story with scriptural insights, mental health research, and simple practices, Sarah helps you reconnect with the God who is present in our deepest anguish and discover that you are worth everything it takes to get better. Beautifully written and full of hard-won wisdom, I Love Jesus, But I Want to Die offers a path toward a rich, hope-filled life in Christ, even when healing doesn’t look like what you expect.
Book Synopsis The NES Encyclopedia by : Chris Scullion
Download or read book The NES Encyclopedia written by Chris Scullion and published by Casemate Publishers. This book was released on 2019-03-30 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive, colorful guide to every game ever released on the classic Nintendo Entertainment System. One of the most iconic video game systems, the NES is credited with saving the American video games industry in the early 1980s. The NES Encyclopedia is the first ever complete reference guide to every game released on the Nintendo Entertainment System, Nintendo’s first industry-defining video game system. As well as covering all 714 officially licensed NES games, the book also includes more than 160 unlicensed games released during its lifespan, giving for the first time a definitive history of this important console's full library. Written by a retro gaming expert with 30 years of gaming experience and a penchant for bad jokes, TheNES Encyclopedia promises to be both informative and entertaining. The NES continues to enjoy a strong cult following among Nintendo fans and gamers in general with wide varieties of officially licensed merchandise proving ever popular. Nintendo’s most recent console, the Switch, is the fastest selling video game console of all time in the United States and Japan. Nintendo launched a variety of classic NES games for download on the system, meaning a new audience of gamers is due to discover the NES for the first time if they have not already. Praise for The NES Encyclopedia “As a catalog of all 876 NES games, this work is unique in its breadth of coverage and will be of great interest to old-school video gamers and collectors.” —Booklist “A definitive resource that is more than worthy of the title ‘Encyclopedia.’ ” —Nintendo World Report
Download or read book Vintage Games 2.0 written by Matt Barton and published by CRC Press. This book was released on 2019-05-08 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt: Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.
Book Synopsis What We Talk About When We Talk About Anne Frank by : Nathan Englander
Download or read book What We Talk About When We Talk About Anne Frank written by Nathan Englander and published by Faber & Faber. This book was released on 2024-11-14 with total page 108 pages. Available in PDF, EPUB and Kindle. Book excerpt: A viciously funny and intelligently provocative play about family, friendship and faith, adapted by the author from his Pulitzer-finalist short story. Who in your life would you trust to keep you alive? And who do you know who would risk their own life for yours? Debbie and Lauren were best friends until Lauren became ultra-Orthodox, changed her name and moved to Jerusalem. More than twenty years later, husbands in tow, their Florida reunion descends with painful but hilarious inevitability into an argument about parenthood, marriage, friendship and faith. If you really want to ensure a Jewish future, you should be like me. Good, old-fashioned afraid. Nathan Englander's serious comedy, adapted for the stage from his Pulitzer-finalist short story, received its European premiere at the Marylebone Theatre, London, in October 2024.
Download or read book Racing the Beam written by Nick Montfort and published by MIT Press. This book was released on 2009-01-09 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.
Download or read book Retro Games written by Marty Allen and published by Dog n Bone. This book was released on 2018-11-13 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover over 40 of the best-loved video games from the 80s and 90s and relive those awesome moments from your childhood. Discover over 40 of the best-loved video games from the 80s and 90s and relive those awesome moments from your childhood. Packed with creativity and charm, classic video games provide endless fun—one press of the power button and you’re instantly in pixelated paradise. But what are the ultimate games from this hallowed chapter in gaming history? Were you a Nintendo die-hard and Mario loyalist or seduced by Sonic and SEGA? Maybe you obsessed over GoldenEye or perhaps Tekken 3 on the Playstation was more your scene? Retro Games celebrates some of the most influential shoot-em-ups, platformers, role-players, and more that ripped up the rule book for what we believed video games were capable of. It’s a must read for anyone who has fallen in love with this golden age of gaming. How many have you completed?
Book Synopsis The Nostalgia Nerd's Retro Tech: Computer, Consoles & Games by : Peter Leigh
Download or read book The Nostalgia Nerd's Retro Tech: Computer, Consoles & Games written by Peter Leigh and published by Ilex Press. This book was released on 2018-11-01 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Remember what a wild frontier the early days of home gaming were? Manufacturers releasing new consoles at a breakneck pace; developers creating games that kept us up all night, then going bankrupt the next day; and what self-respecting kid didn't beg their parents for an Atari or a Nintendo? This explosion of computers, consoles, and games was genuinely unlike anything the tech world has seen before or since. This thoroughly researched and geeky trip down memory lane pulls together the most entertaining stories from this dynamic era, and brings you the classic tech that should never be forgotten.
Book Synopsis The Laughing Monsters by : Denis Johnson
Download or read book The Laughing Monsters written by Denis Johnson and published by Farrar, Straus and Giroux. This book was released on 2014-11-04 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: Denis Johnson's New York Times bestseller, The Laughing Monsters, is a high-suspense tale of kaleidoscoping loyalties in the post-9/11 world that shows one of our great novelists at the top of his game. Roland Nair calls himself Scandinavian but travels on a U.S. passport. After ten years' absence, he returns to Freetown, Sierra Leone, to reunite with his friend Michael Adriko. They once made a lot of money here during the country's civil war, and, curious to see whether good luck will strike twice in the same place, Nair has allowed himself to be drawn back to a region he considers hopeless. Adriko is an African who styles himself a soldier of fortune and who claims to have served, at various times, the Ghanaian army, the Kuwaiti Emiri Guard, and the American Green Berets. He's probably broke now, but he remains, at thirty-six, as stirred by his own doubtful schemes as he was a decade ago. Although Nair believes some kind of money-making plan lies at the back of it all, Adriko's stated reason for inviting his friend to Freetown is for Nair to meet Adriko's fiancée, a grad student from Colorado named Davidia. Together the three set out to visit Adriko's clan in the Uganda-Congo borderland—but each of these travelers is keeping secrets from the others. Their journey through a land abandoned by the future leads Nair, Adriko, and Davidia to meet themselves not in a new light, but rather in a new darkness.
Book Synopsis Everything Bad is Good for You by : Steven Johnson
Download or read book Everything Bad is Good for You written by Steven Johnson and published by Penguin. This book was released on 2006-05-02 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.
Book Synopsis 52 Things Kids Need from a Dad by : Jay Payleitner
Download or read book 52 Things Kids Need from a Dad written by Jay Payleitner and published by Harvest House Publishers. This book was released on 2020-01-01 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: “God, please help me...another game of Candy Land...” Quite a few dads spend time with their kids. However, many have no clue what their kids really need. Enter author Jay Payleitner, veteran dad of five, who’s also struggled with how to build up his children’s lives. His 52 Things Kids Need from a Dad combines straightforward features with step-up-to-the-mark challenges men will appreciate: a full year’s worth of focused, doable ideas—one per week, if desired uncomplicated ways to be an example, like “kiss your wife in the kitchen” tough, frank advice, like “throw away your porn” And, refreshingly... NO exhaustive (and exhausting) lists of “things you should do” NO criticism of dads for being men and acting like men Dads will feel respected and empowered, and gain confidence to initiate activities that build lifelong positives into their kids. Great gift or men’s group resource!
Download or read book Board Game Family written by Ellie Dix and published by Crown House Publishing Ltd. This book was released on 2019-07-19 with total page 158 pages. Available in PDF, EPUB and Kindle. Book excerpt: A roadmap to integrating board gaming into family life, filled with inspiring ways to engage even the trickiest of teenagers and manage game nights with flair. In The Board Game Family: Reclaim your children from the screen, Ellie Dix offers a roadmap to integrating board gaming into family life and presents inspiring ways to engage even the trickiest of teenagers and manage game nights with flair. Many parents feel as if they are competing with screens for their children's attention. As their kids get older, they become more distant leading parents to worry about the quality of the already limited time they share. They yearn for tech-free time in which to reconnect, but don't know how to shift the balance. In The Board Game Family, teacher and educationalist Ellie Dix aims to help fellow parents by inviting them and their families into the unplugged and irresistible world of board games. The benefits of board gaming are far-reaching: playing games develops interpersonal skills, boosts confidence, improves memory formation and cognitive ability, and refines problem-solving and decision-making skills. With these rewards in mind, Ellie shares a wealth of top tips and stealthy strategies that parents can draw upon to unleash the potential of those dusty game boxes at the back of the cupboard and become teachers of outstanding gamesmanship equipped to navigate the unfolding drama of competition, thwart the common causes of arguments and bind together a happier, more socially cohesive family unit. The book contains useful tips on the practicalities of getting started and offers valuable guidance on how parents can build a consensus with their children around establishing a set of house rules that ensure fair play. Ellie also eloquently explains the 'metagame' and the key elements of gamification (the application of game-playing principles to everyday life), and describes how a healthy culture of competition and good gamesmanship can strengthen relationships. Furthermore, Ellie draws upon her vast knowledge to talk readers through the different types of board games available for example, time-bound or narrative-based games so that they can identify those that they feel would best suit their family's tastes. The book complements these insights with a comprehensive appendix of 100+ game descriptions, where each entry includes a brief overview of the game and provides key information about game length, player count and its mechanics. Ideal for all parents of 8 to 18-year-olds who want to breathe new life into their family time.