An a to Z of Videogame Cliches
An illustrative guideline to the cliches of our favorite online games presented as a humourus A to Z of figures and conditions.
An illustrative guideline to the cliches of our favorite online games presented as a humourus A to Z of figures and conditions.
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Author : Stephanie Lind
Genre : Music
Summary : From historical games to hyperrealism to retro gaming, Authenticity in the Music of Video Games explores, the shifting understanding of authenticity among players. What do gamers believe authenticity to be? How are their expectations structured by the soundtrack? And how do their actions impact the overall interaction of sound with narrative? Ranging from harmonic analysis to more multimedia approaches, the book links musical analysis to the practical experience of gamers.
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Author : Astrid Ensslin
Genre : Social Science
Summary : The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games. In the first section, “Lexicology, Localisation and Variation,” chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. “Player Interactions” moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, “Beyond the 'Text',” scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies. With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.
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Author : Kathy Kleidermacher
Genre : Language Arts & Disciplines
Summary : Market more successfully-with thousands of powerful, persuasive words. This reference is for anyone who needs to write effective marketing copy-for ads, catalogs, brochures, letters, press releases, displays, fundraising materials, and more. With thousands of entries, it does the brainstorming for you-and sparks ideas that stand out in a sea of hype. -Three A-to-Z sections: descriptive words, promotional words, and words organized by industry (cosmetics, food, travel, computers, etc.) -Extensive synonym lists for frequently used marketing words: 45 words for big; 19 words for authentic; 27 words for clean; 46 words for money; ... and 10 words for purple -Additional lists of Related Words and Phrases, Expressions, Symbols, and Antonyms -Also features A Concise Guide to Copywriting, with chapters on consumer psychology; tricks of the trade; grammar and style tips; and 7 Qualities that Make a Great Copywriter
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Author : Krista Bonello Rutter Giappone
Genre : Performing Arts
Summary : Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles. The first section of the book includes chapters that engage with theories of comedy and humour, adapting them to the specifics of the video game medium. The second section explores humour in the contexts, cultures, and communities that give rise to and spring up around video games, focusing on phenomena such as in-jokes, player self-reflexivity, and player/fan creativity. The third section offers case studies of individual games or game series, exploring the use of irony as well as sexual and racial humour in video games. Chapter “Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
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Author : Christopher Hopkins
Genre : Games & Activities
Summary : From the one-bit beeps of Pong to the 3D audio of PlayStation 5, this book examines historical trends in video game sound and music. A range of game systems sold in North America, Europe and Japan are evaluated by their audio capabilities and industry competition. Technical fine points are explored, including synthesized v. sampled sound, pre-recorded v. dynamic audio, backward compatibility, discrete and multifunctional soundchips, storage media, audio programming documentation, and analog v. digital outputs. A timeline chronicles significant developments in video game sound for PC, NES, Dreamcast, Xbox, Wii, Game Boy, PSP, iOS and Android devices and many others.
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Author : Michael Greenhut
Genre : Games & Activities
Summary : Did you grow up playing video games when you had to wait online to get them? Do you remember the bad, weird, or otherwise underrated video games of your youth? Did you like a few of them more than your friends did? A Selective History of âBadâ Video Games will walk you down memory lane and perform unholy excavations of games you remember, games youâve forgotten, and games you never knew you wanted to read about during your lunch break. From a seemingly nude Atari 2600 karate referee to a basketball star doing martial arts to a tiger that speaks broken English and walks through walls, the book will try to uncover what the developers were thinking â and occasionally succeed. While thereâs been some recent coverage of the most famously âbadâ video game â E.T. â this book starts there and continues on to 40 other curiously (or unsurprisingly) unsuccessful video games during the first few decades of the industryâs lifespan. Written by a modern day video game developer, the book explores why these games failed, whether or not they truly deserved it, and what could have made them better. The covered games include screen shots that capture awkward moments, irreverent captions, and pages of tongue-in-cheek psychoanalysis.
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Author : HungarianPod101.com
Genre : Foreign Language Study
Summary : Want to speak fluent Hungarian with confidence? Fact: The more Hungarian words you know, the better you can speak. But there is a right and wrong way to learn Hungarian words. The wrong way? Trying to learn every single word, including rarely used words. Many beginners waste months doing this and never get around to speaking. The right way? Focusing on a special set of words, or “core words.” And that’s where our 2000 Core Words and Phrases Book comes in. 2000 Core Words and Phrases teaches you the 2,000 most frequently used words and phrases in daily conversations, also known as Core Words. According to experts, you need to know 1,500 words for conversational fluency, and with this book, you get MORE than enough to achieve it in one place. All you have to do is read through it for a few minutes a day. You’ll learn words in the order best suited for beginners, rather than random words like “economics” and “xylophone.” You’ll understand how to use the words and phrases naturally, thanks to the sample sentences provided. You’ll be able to use these practical words in conversations… and speak more Hungarian! With 2000 Core Words and Phrases, you get: - 2,000 core words and phrases sorted by frequency of use. - Example sentences for each word. - 10+ chapters and 190+ pages in total. Chapters include: - How to Say “Hello,” “Thank You,” and More! - How to Say “Left,” “Right,” and More! - How to Say “Inch,” “Kilogram,” and More! - How to Say “Sweater,” “Jeans,” and More!