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An Exploration Of Space 1999 Through The Lens Of Video Games Payne 1999


An Exploration Of Space 1999 Through The Lens Of Video Games Payne 1999
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An Exploration Of Space 1999 Through The Lens Of Video Games Payne 1999


An Exploration Of Space 1999 Through The Lens Of Video Games Payne 1999
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Author : John K. Balor
language : en
Publisher: Lulu.com
Release Date : 2019-07-02

An Exploration Of Space 1999 Through The Lens Of Video Games Payne 1999 written by John K. Balor and has been published by Lulu.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-07-02 with History categories.


This book contains transcripts from Online Alpha discussions where the video game PAYNE 1999, game theory and game-study theories are used for analysing and commenting on problems of conflict and cooperation in SPACE 1999. The discussions build on more than a decade of conversations and debate about PAYNE 1999, and the aim of the book is to put the various threads together while also developing new ideas and providing direction for further investigations. The book has been developed on an idealistic basis, and it is sold at the lowest price the publisher was willing to accept. A free e-book version can be downloaded at www.lulu.com.



Cosmos 1999 The Third Year Of Space 1999


Cosmos 1999 The Third Year Of Space 1999
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Author : John K. Balor
language : en
Publisher: Lulu.com
Release Date : 2019-07-10

Cosmos 1999 The Third Year Of Space 1999 written by John K. Balor and has been published by Lulu.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-07-10 with History categories.


What does Gerry Anderson's television series SPACE 1999 have in common with Carl Sagan's award-winning television documentary COSMOS? Not very much, one might expect, but this book documents an Online Alpha discussion where fans of the science fiction series discuss and debate differences and similarities from a wide range of perspectives, some of them arguing that two series may be so closely connected that it might be natural to think of COSMOS as the third year of SPACE 1999. This book is written on an idealistic basis. It is sold at the lowest price the publisher was willing to accept. A free e-book version can be downloaded at www.lulu.com.



What Video Games Have To Teach Us About Learning And Literacy Second Edition


What Video Games Have To Teach Us About Learning And Literacy Second Edition
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Author : James Paul Gee
language : en
Publisher: Macmillan
Release Date : 2007-12-26

What Video Games Have To Teach Us About Learning And Literacy Second Edition written by James Paul Gee and has been published by Macmillan this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-12-26 with Computers categories.


James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.



Video Games As Culture


Video Games As Culture
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Author : Daniel Muriel
language : en
Publisher: Routledge
Release Date : 2018-03-14

Video Games As Culture written by Daniel Muriel and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-03-14 with Social Science categories.


Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.



Playing The Past


Playing The Past
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Author : Zach Whalen
language : en
Publisher: Vanderbilt University Press
Release Date : 2008

Playing The Past written by Zach Whalen and has been published by Vanderbilt University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Games & Activities categories.


Playing the Past brings together a group of interdisciplinary scholars to examine the complementary notions of history and nostalgia as they are expressed through video games and in gaming culture. The scope of these related concepts moves from the personal to the cultural, and essays in this collection address video game nostalgia as both an individual and societal phenomenon, connecting the fond memories many of us have of classic gaming to contemporary representations of historical periods and events in video games. From Ms. Pac-Man and Space Invaders to Call of Duty and JFK: Reloaded, the games many of us have played since childhood inform how we see the world today, and the games we make and play today help us communicate ideas about real world history. By focusing on specific games, historical periods and media ecologies, these essays collectively take an in depth look at the related topics of nostalgia for classic gaming, gaming and histories of other media, and representations of real history in video games.



Silent Hill


Silent Hill
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Author : Bernard Perron
language : en
Publisher: University of Michigan Press
Release Date : 2012-01-03

Silent Hill written by Bernard Perron and has been published by University of Michigan Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-01-03 with Games & Activities categories.


The second entry in the Landmark Video Games series



Game Research Methods An Overview


Game Research Methods An Overview
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Author : Patri Lankoski
language : en
Publisher: Lulu.com
Release Date : 2015

Game Research Methods An Overview written by Patri Lankoski and has been published by Lulu.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015 with Education categories.


"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.



Artificial Intelligence And Games


Artificial Intelligence And Games
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Author : Georgios N. Yannakakis
language : en
Publisher: Springer
Release Date : 2018-02-17

Artificial Intelligence And Games written by Georgios N. Yannakakis and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-02-17 with Computers categories.


This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.



Digital Games As History


Digital Games As History
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Author : Adam Chapman
language : en
Publisher: Routledge
Release Date : 2016-05-05

Digital Games As History written by Adam Chapman and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-05-05 with History categories.


This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.



How To Play Video Games


How To Play Video Games
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Author : Matthew Thomas Payne
language : en
Publisher: NYU Press
Release Date : 2019-03-26

How To Play Video Games written by Matthew Thomas Payne and has been published by NYU Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-03-26 with Games & Activities categories.


Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.