Computer Games


Computer Games
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Computer Games


Computer Games
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Author : Blair Carter
language : en
Publisher: Nova Publishers
Release Date : 2002

Computer Games written by Blair Carter and has been published by Nova Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2002 with Computer games categories.


Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.



Computer Games Designer


Computer Games Designer
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Author : Mark Featherstone
language : en
Publisher: Raintree
Release Date : 2014-08-14

Computer Games Designer written by Mark Featherstone and has been published by Raintree this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-08-14 with Computer games categories.


People young and old love playing computer games, but what goes into making them? From simple games created by one person, to big blockbusters made by a huge team, there is an amazing range of games. Find out what's involved in developing computer games, the tools and skills you need, and the difficulties of managing a complex process.



Powering Up


Powering Up
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Author : Rebecca Mileham
language : en
Publisher: John Wiley & Sons
Release Date : 2008-05-05

Powering Up written by Rebecca Mileham and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-05-05 with Computers categories.


When it comes to computer games, the numbers are astounding: the world's top professional gamer has won over half a million dollars shooting virtual monsters on-screen; online games claim literally millions of subscribers; while worldwide spending on computer gaming will top £24 billion by 2011. From techno-toddlers to silver surfers, everyone's playing games on their PCs, Wiis, Xboxes and phones. How are we responding to this onslaught of brain-training, entertaining, potentially addicting, time-consuming, myth-spawning games? In Powering Up, Rebecca Mileham looks at the facts behind the headlines to see what effect this epidemic of game-playing is really having on us and the society we live in. Is it making us obese, anti-social, violent and addicted… or just giving us different ways of getting cleverer, fitter and more skilled? She examines the evidence, from experts and gamers alike, and asks some controversial and thought-provoking questions: Are car-driving games turning us into boy racers? Could becoming a virtual bully help children solve classroom disputes? Should you feel remorse for killing pixel people? Does it matter if you cheat in a single-player game? Can games get ex-prisoners back to work? If you're part of the gaming revolution yourself, or are just curious to know what's fact and what's fiction in the media coverage of this topic, then this is the book for you. About the author Rebecca Mileham has written for the Sunday Times, She magazine, and for museums all over the UK. In ten years at the Science Museum, London, she developed exhibitions on topics as diverse as Charles Babbage's Difference Engines, robotic submarines, face transplants and the male pill. http://www.rebecca.mileham.net/



Handbook Of Computer Game Studies


Handbook Of Computer Game Studies
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Author : Joost Raessens
language : en
Publisher: MIT Press
Release Date : 2011-08-19

Handbook Of Computer Game Studies written by Joost Raessens and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-08-19 with Computers categories.


A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.



Computer Games


Computer Games
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Author : Diane Carr
language : en
Publisher: John Wiley & Sons
Release Date : 2014-03-10

Computer Games written by Diane Carr and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-03-10 with Social Science categories.


Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.



Digital Games Revised Edition


Digital Games Revised Edition
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Author : Ananda Mitra
language : en
Publisher: Infobase Holdings, Inc
Release Date : 2020-03-01

Digital Games Revised Edition written by Ananda Mitra and has been published by Infobase Holdings, Inc this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-03-01 with Science categories.


In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games have come a long way since they were developed in the 1970s. In the past, game programs used a computer-like gadget that could be connected to the television. The players would look at the image on the television screen, hence the name "video game." With the development of personal computers in the 1980s, the computer monitor became a more popular display device, leading to the new term "computer game." These terms, along with "digital game," are now interchangeable. Digital Games, Revised Edition explains the history of digital games, explores how the games have affected players and society, and discusses emerging trends in the digital gaming industry.



The Nature Of Computer Games


The Nature Of Computer Games
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Author : David Myers
language : en
Publisher: Peter Lang Incorporated, International Academic Publishers
Release Date : 2003

The Nature Of Computer Games written by David Myers and has been published by Peter Lang Incorporated, International Academic Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003 with Art categories.


Offering one of the first fully articulated theories of computer games based on game play rather than game texts, The Nature of Computer Games mounts a serious challenge to literary critics, cultural theorists, and others who might assume computer game play is best understood with reference to preexisting social contexts.



Game Invaders


Game Invaders
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Author : Clive Fencott
language : en
Publisher: John Wiley & Sons
Release Date : 2012-05-18

Game Invaders written by Clive Fencott and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-05-18 with Computers categories.


Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit for games analysis—offering detailed guidance for how to conduct in-depth critiques of game content and gameplay. Featuring an informal and witty writing style, the book devotes a number of chapters to specific games from all eras, clearly demonstrating the practical application of the theories to modern, large-scale computer games. Readers will find: • Suggestions on how to apply the DIY package to major issues central to understanding computer games and their design • Coverage of the semiotics of video games, laying the foundation for such topics as the role of agency and virtual storytelling • Tasks and solutions for readers wishing to practice techniques introduced in the book • A companion website featuring access to an app that enables the reader to conduct their own activity profiling of games An important resource for those wishing to dig deeper into the games they design, Game Invaders gives game designers the skills they need to stand out from the crowd. It is also a valuable guide for anyone wishing to learn more about computer games, virtual reality, and new media.



Computer Games And The Social Imaginary


Computer Games And The Social Imaginary
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Author : Graeme Kirkpatrick
language : en
Publisher: Polity
Release Date : 2013-10-07

Computer Games And The Social Imaginary written by Graeme Kirkpatrick and has been published by Polity this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-10-07 with Games & Activities categories.


In this compelling book, Graeme Kirkpatrick argues that computer games have fundamentally altered the relation of self and society in the digital age. Tracing the origins of gaming to the revival of play in the 1960s counter culture, Computer Games and the Social Imaginary describes how the energies of that movement transformed computer technology from something ugly and machine-like into a world of colour and ‘fun’. In the process, play with computers became computer gaming – a new cultural practice with its own values. From the late 1980s gaming became a resource for people to draw upon as they faced the challenges of life in a new, globalizing digital economy. Gamer identity furnishes a revivified capitalism with compliant and ‘streamlined’ workers, but at times gaming culture also challenges the corporations that control game production. Analysing topics such as the links between technology and power, the formation of gaming culture and the subjective impact of play with computer games, this insightful text will be of great interest to students and scholars of digital media, games studies and the information society.



Perceiving Play


Perceiving Play
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Author : Torill Elvira Mortensen
language : en
Publisher: Peter Lang
Release Date : 2009

Perceiving Play written by Torill Elvira Mortensen and has been published by Peter Lang this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009 with Computer games categories.


"Computer games are increasingly prevalent, and cause both curiosity and concern in the general public, so understanding these games and play is important. Game researchers need to work quickly to document, report, and analyse the effect on our modern society as an increasing amount of people make new and drastically different choices in how they spend their time. Perceiving Play: The Art and Study of Computer Games looks at the directions and findings of this research, and examines how game research integrates the studies of social science, ethnography, textual analysis and criticism, economy, law, and technology." --Book Jacket.