A Brief History Of Video Games

A Brief History Of Video Games PDF Author: Rich Stanton
Publisher: Robinson
ISBN: 1472118812
Category : Business & Economics
Languages : en
Pages : 397

Book Description
'Stanton writes with terrific verve and precision . . . his understanding of the seductive pleasures of gaming takes us right to its heart.' Maria Bustillos, Times Literary Supplement 'The best overview book of the industry that I've read.' Andrew Liptak, io9 From the first wood-panelled Pong machines in California to the masterpieces of engineering that now sit in countless homes all over the world, A Brief History of Video Games reveals the vibrant history and culture of interactive entertainment. Above all, this is a book about the games - how the experience of playing has developed from simple, repetitive beginnings into a cornucopia of genres and styles, at once utterly immersive and socially engaging. With full-colour illustrations throughout, it shows how technological advances have transformed the first dots and dashes of bored engineers into sophisticated, responsive worlds that are endlessly captivating. As thrilling and surprising as the games it describes, this is an indispensable read for anyone serious about the business of having fun.

A Brief History of Video Games

A Brief History of Video Games PDF Author: Richard Stanton
Publisher:
ISBN: 9781472118806
Category : Video games
Languages : en
Pages : 0

Book Description
A fascinating exploration of the vibrant history and culture of video games.

Mastering the Game:

Mastering the Game: PDF Author: World Intellectual Property Organization
Publisher: WIPO
ISBN:
Category : Law
Languages : en
Pages : 378

Book Description
“Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.

Exploring Mass Communication

Exploring Mass Communication PDF Author: Vincent F. Filak
Publisher: SAGE Publications
ISBN: 1544385617
Category : Language Arts & Disciplines
Languages : en
Pages : 560

Book Description
Exploring Mass Communication examines the many paths that led to our digital media world and how digital media both connects and disconnects us. While providing the need-to-know concepts, history, and theories, Vincent F. Filak urges students to critically think about how media affects them, and how they can best engage with media to improve their everyday lives. Through Filak′s conversational and personable style, the text interweaves inclusivity and diversity throughout, presenting a modern and fresh approach that today’s students will connect with. This title is accompanied by a complete teaching and learning package. Contact your Sage representative to request a demo. Learning Platform / Courseware Sage Vantage is an intuitive learning platform that integrates quality Sage textbook content with assignable multimedia activities and auto-graded assessments to drive student engagement and ensure accountability. Unparalleled in its ease of use and built for dynamic teaching and learning, Vantage offers customizable LMS integration and best-in-class support. It’s a learning platform you, and your students, will actually love. Learn more. Assignable Video with Assessment Assignable video (available in Sage Vantage) is tied to learning objectives and curated exclusively for this text to bring concepts to life. Watch a sample video now. LMS Cartridge: Import this title’s instructor resources into your school’s learning management system (LMS) and save time. Don’t use an LMS? You can still access all of the same online resources for this title via the password-protected Instructor Resource Site. Learn more.

The Effects of Video Games on Children

The Effects of Video Games on Children PDF Author: Barrie Gunter
Publisher: A&C Black
ISBN: 9781850758334
Category : Social Science
Languages : en
Pages : 186

Book Description
The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.

Research Anthology on School Shootings, Peer Victimization, and Solutions for Building Safer Educational Institutions

Research Anthology on School Shootings, Peer Victimization, and Solutions for Building Safer Educational Institutions PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1799853616
Category : Education
Languages : en
Pages : 824

Book Description
Though decades ago school shootings were rare events, today they are becoming normalized. Active shooter drills have become more commonplace as pressure is placed on schools and law enforcement to prevent the next attack. Yet others argue the traumatizing effects of such exercises on the students. Additionally, violence between students continues to remain problematic as bullying pervades children’s lives both at school and at home, leading to negative mental health impacts and, in extreme cases, suicide. Establishing safer school policies, promoting violence prevention programs, building healthier classroom environments, and providing better staff training are all vital for protecting students physically and mentally. The Research Anthology on School Shootings, Peer Victimization, and Solutions for Building Safer Educational Institutions examines the current sources of violence within educational systems, and it offers solutions on how to provide a safer space for both students and educators alike. Broken into four sections, the book examines the causes and impacts that peer victimization has on students and how this can lead to further violence and investigates strategies for detecting the warning signs. The book provides solutions that range from policies and programs that can be established to strategies for teaching nonviolence and promoting coexistence in the classroom. Highlighting a range of topics such as violence prevention, school climate, and bullying, this publication is an ideal reference source for school administrators, law enforcement, teachers, government and state officials, school boards, academicians, researchers, and upper-level students who are intent on stopping the persisting and unfortunate problem that is school violence.

Ethics and Game Design: Teaching Values through Play

Ethics and Game Design: Teaching Values through Play PDF Author: Schrier, Karen
Publisher: IGI Global
ISBN: 1615208461
Category : Education
Languages : en
Pages : 395

Book Description
"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.

Storytelling in Video Games. Aspects of Immersion

Storytelling in Video Games. Aspects of Immersion PDF Author: Melitta Reinerth
Publisher: GRIN Verlag
ISBN: 3346428605
Category : Literary Criticism
Languages : en
Pages : 49

Book Description
Bachelor Thesis from the year 2021 in the subject English Language and Literature Studies - Literature, grade: 1,7, University of Cologne (Englisches Seminar I), language: English, abstract: In this thesis, the author will highlight the aspects of how video games transport a story to the player. To do so, she wants to give a short overview describing how the term of literature has developed. Literature is not restricted to written books only. People have always found new ways to tell their stories, and improve them. The author will also give a brief overview of how video games have been invented and how they have developed until today. The way people played video games has changed. Once a social gathering inarcades, video games have become an activity that is performed in private, at home. The advances in technology go together with the progress in developing video games. As computers grew stronger, more complex video games could be developed.

Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes] PDF Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN: 1440870209
Category : Games & Activities
Languages : en
Pages : 1365

Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

The Video Game Theory Reader

The Video Game Theory Reader PDF Author: Mark J.P. Wolf
Publisher: Routledge
ISBN: 1135205191
Category : Social Science
Languages : en
Pages : 369

Book Description
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
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