Mazes in Videogames Book

Mazes in Videogames | Download eBook Read Pdf-ePub-Kindle

Download full pdf book Mazes in Videogames by Alison Gazzard available in full 192 pages, and make sure to check out other latest books Games & Activities related to Mazes in Videogames below.

Mazes in Videogames

By Alison Gazzard
  • ISBN Code: : 0786492929
  • Publisher : McFarland
  • Pages : 192
  • Category : Games & Activities
  • Reads : 688
  • Book Compatibility : Pdf, ePub, Mobi, Kindle
  • Pdf : mazes-in-videogames.pdf

Book Excerpt :

From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author’s personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.

Recommended Books For Reading


  • Modernity Reimagined: An Analytic Guide
    Modernity Reimagined: An Analytic Guide

    A Book written by Chandra Mukerji, published by Routledge 2016-12-19 - 208 pages - part of Social Science books.

    Get eBook
  • The Composition of Video Games
    The Composition of Video Games

    A Book written by Johansen Quijano, published by McFarland 2019-10-11 - 242 pages - part of Games & Activities books.

    Get eBook
  • Mazes for Programmers
    Mazes for Programmers

    A Book written by Jamis Buck, published by Pragmatic Bookshelf 2015-07-15 - 286 pages - part of Computers books.

    Get eBook
  • The Ultimate History of Video Games, Volume 1
    The Ultimate History of Video Games, Volume 1

    A Book written by Steven L. Kent, published by Crown 2010-06-16 - 624 pages - part of Social Science books.

    Get eBook
  • The Philosophy of Computer Games
    The Philosophy of Computer Games

    A Book written by John Richard Sageng,Hallvard J Fossheim,Tarjei Mandt Larsen, published by Springer Science & Business Media 2012-07-10 - 284 pages - part of Philosophy books.

    Get eBook
  • Mazes and Monsters
    Mazes and Monsters

    A Book written by Rona Jaffe, published by Open Road Media 2015-02-24 - 373 pages - part of Fiction books.

    Get eBook
  • The Making of Tomb Raider
    The Making of Tomb Raider

    A Book written by Daryl Baxter, published by White Owl 2021-12-30 - 144 pages - part of Games & Activities books.

    Get eBook

Read Also This Books

Videogame Sciences and Arts

By Nelson Zagalo,Ana Isabel Veloso,Liliana Costa,Óscar Mealha
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Springer Nature
  • Book Code : 3030379833
  • Total of Pages : 277
  • Category : Computers
  • Members : 680
  • Pdf File: videogame-sciences-and-arts.pdf

Book Short Summary:

This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.

The Moon Maze Game

By Larry Niven,Steven Barnes
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Tor Books
  • Book Code : 9781429981057
  • Total of Pages : 368
  • Category : Fiction
  • Members : 473
  • Pdf File: the-moon-maze-game.pdf

Book Short Summary:

The Year: 2085. Humanity has spread throughout the solar system. A stable lunar colony is agitating for independence. Lunar tourism is on the rise... Against this background, professional "Close Protection" specialist Scotty Griffin, fresh off a disastrous assignment, is offered the opportunity of a lifetime: to shepherd the teenaged heir to the Republic of Kikaya on a fabulous vacation. Ali Kikaya will participate in the first live action role playing game conducted on the Moon itself. Having left Luna--and a treasured marriage--years ago due to a near-tragic accident, Scotty leaps at the opportunity. Live Action Role Playing attracts a very special sort of individual: brilliant, unpredictable, resourceful, and addicted to problem solving. By kidnapping a dozen gamers in the middle of the ultimate game, watched by more people than any other sporting event in history, they have thrown down an irresistible gauntlet: to "win" the first game that ever became "real." Pursued by armed and murderous terrorists, forced to solve gaming puzzles to stay a jump ahead, forced to juggle multiple psychological realities as they do...this is the game for which they've prepared their entire lives, and they are going to play it for all it's worth. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.

Scarecrow's Nightmare Maze

By J.E. Bright
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Capstone
  • Book Code : 1496532864
  • Total of Pages : 88
  • Category : Juvenile Fiction
  • Members : 621
  • Pdf File: scarecrow-s-nightmare-maze.pdf

Book Short Summary:

A night of fun turns into a night of fear when Scarecrow takes over the corn maze at the Gotham City Harvest Festival. Now it's up to Batman and Robin to rescue a group of teensÜincluding the Governor's daughterÜfrom the nightmare maze. Can the Dynamic Duo capture Scarecrow in the twisting labyrinth without giving in to their worst fears?

Gaming Film

By Jasmina Kallay
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Springer
  • Book Code : 1137262931
  • Total of Pages : 156
  • Category : Performing Arts
  • Members : 519
  • Pdf File: gaming-film.pdf

Book Short Summary:

Gaming Film explores the growing influence of computer games on contemporary cinema. From the type of stories told to their complex structural patterns, from the changing modes of reception to innovative visual aesthetics, computer games are re-shaping the cinematic landscape in exciting directions.

Classic Home Video Games, 1972–1984

By Brett Weiss
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : McFarland
  • Book Code : 0786487550
  • Total of Pages : 316
  • Category : Games & Activities
  • Members : 861
  • Pdf File: classic-home-video-games-1972-1984.pdf

Book Short Summary:

This reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre–Nintendo NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade, and Vectrex. Organized alphabetically by console brand, each chapter includes a history and description of the game system, followed by substantive entries for every game released for that console, regardless of when the game was produced. Each video game entry includes publisher/developer information and the release year, along with a detailed description and, frequently, the author’s critique. An appendix lists “homebrew” titles that have been created by fans and amateur programmers and are available for download or purchase. Includes glossary, bibliography and index.

The Medium of the Video Game

By Mark J. P. Wolf
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : University of Texas Press
  • Book Code : 0292786646
  • Total of Pages : 223
  • Category : Games & Activities
  • Members : 310
  • Pdf File: the-medium-of-the-video-game.pdf

Book Short Summary:

Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

Classic Home Video Games, 1989Ð1990

By Brett Weiss
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : McFarland
  • Book Code : 0786492317
  • Total of Pages : 344
  • Category : Games & Activities
  • Members : 925
  • Pdf File: classic-home-video-games-1989Ð1990.pdf

Book Short Summary:

The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.–released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author’s critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein—Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.

A Brief History Of Video Games

By Rich Stanton
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Robinson
  • Book Code : 1472118812
  • Total of Pages : 368
  • Category : Business & Economics
  • Members : 706
  • Pdf File: a-brief-history-of-video-games.pdf

Book Short Summary:

'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.

Trapped in a Video Game (Book 5)

By Dustin Brady,Jesse Brady
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Andrews McMeel Publishing
  • Book Code : 1524852236
  • Total of Pages : 208
  • Category : Juvenile Fiction
  • Members : 436
  • Pdf File: trapped-in-a-video-game.pdf

Book Short Summary:

Jesse and Eric have ten minutes to save the world. In those ten minutes, they’re supposed to dive into a massive video game universe, track down an all-powerful madman, and stop his evil plan before it’s too late. Sound impossible? It’s super impossible. There will be fire-breathing pterodactyls, angry green giants, and unicorns that shoot lasers out of their hooves. If Jesse and Eric are going to survive long enough to fight the final boss, they’ll need to rely on each other like never before. Do they have what it takes? The clock is ticking.

The World of Scary Video Games

By Bernard Perron
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Bloomsbury Publishing USA
  • Book Code : 1501316222
  • Total of Pages : 488
  • Category : Mathematics
  • Members : 802
  • Pdf File: the-world-of-scary-video-games.pdf

Book Short Summary:

As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.

Trapped in a Video Game: The Complete Series

By Dustin Brady
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Andrews McMeel Publishing
  • Book Code : 1524862932
  • Total of Pages : 720
  • Category : Juvenile Fiction
  • Members : 432
  • Pdf File: trapped-in-a-video-game.pdf

Book Short Summary:

Five books in one! With nonstop action, huge plot twists, and tons of humor, this series will quickly have your 7- to 12-year-old video game fan begging for just one more chapter. Getting sucked into a video game is not as much fun as you'd think. Sure, there are jetpacks, hover tanks, and infinite lives, but what happens when the game starts to turn on you? In this best-selling series, 12-year-old Jesse Rigsby finds out just how dangerous video games-and the people making those games - can be. Book One: Trapped in a Video Game Jesse hates video games - and for good reason. You see, a video game character is trying to kill him. After getting sucked into the new game Full Blast with his best friend, Eric, Jesse quickly discovers that he's being followed by a mysterious figure. If he doesn't figure out what's going on fast, he'll be trapped for good! Book Two: The Invisible Invasion Jesse's rescue mission has led him into the world of Go Wild, a Pokemon Go-style mobile game full of hidden danger and invisible monsters. Can Jesse stay alive long enough to sneak into the shady video game company and uncover what they're hiding? Book Three: Robots Revolt The robot villains from Super Bot World 3 have been released into the real world, and it's up to Jesse to get them back. This is Jesse's most dangerous mission yet, because this time, the video game is real. And in the real world, there are no extra lives. Book Four: Return to Doom Island In this retro adventure, Jesse will need to outsmart a superintelligent android, outlast a tireless drone, and outswim an eight-bit shark. If he can somehow pull all that off, Jesse will discover that he hasn't even gotten to the scary part yet. Book Five: The Final Boss Jesse and Eric have 10 minutes to save the world. In those 10 minutes, they're supposed to dive into a massive video game universe, track down an all-powerful madman, and stop his evil plan before it's too late. Sound impossible? It's super impossible. The clock is ticking.

Science Fiction Video Games

By Neal Roger Tringham
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : CRC Press
  • Book Code : 1482203898
  • Total of Pages : 536
  • Category : Computers
  • Members : 811
  • Pdf File: science-fiction-video-games.pdf

Book Short Summary:

Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction Games The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).

Classic Home Video Games, 1985–1988

By Brett Weiss
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : McFarland
  • Book Code : 1476601410
  • Total of Pages : 287
  • Category : Games & Activities
  • Members : 877
  • Pdf File: classic-home-video-games-1985-1988.pdf

Book Short Summary:

A follow up to 2007’s Classic Home Video Games, 1972–1984, this reference work provides detailed descriptions and reviews of every U.S.–released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include publisher/developer data, release year, gameplay information, and, typically, the author’s critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work, and a preface provides a comparison between the modern gaming industry and the industry of the late 1980s.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

By James Paul Gee
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Macmillan
  • Book Code : 1466886420
  • Total of Pages : 256
  • Category : Education
  • Members : 486
  • Pdf File: what-video-games-have-to-teach-us-about-learning-and-literacy-second-edition.pdf

Book Short Summary:

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.

The Video Game Theory Reader

By Mark J.P. Wolf,Bernard Perron
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Routledge
  • Book Code : 1135205191
  • Total of Pages : 368
  • Category : Social Science
  • Members : 381
  • Pdf File: the-video-game-theory-reader.pdf

Book Short Summary:

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.

100 Best Video Games (That Never Existed)

By Nate Crowley
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Solaris
  • Book Code : 1786181444
  • Total of Pages : 256
  • Category : Humor
  • Members : 379
  • Pdf File: 100-best-video-games.pdf

Book Short Summary:

THE WORLD’S FIRST POST-TRUTH GAMING BOOK After rashly tweeting he would dream up an imaginary computer game for every ‘like’ received, Nate Crowley found himself on an epic quest to conjure up hundreds of entirely fictional titles. From 1980s hits like BeastEnders to modern classics like 90s Goth Soccer and BinCrab Destiny, this beautiful retrospective takes the reader on a lavish tour of the most memorable and groundbreaking games never made. Brought to hilarious life by a team of genuine videogame industry concept artists and written by a professional over-imaginer, this book doesn’t just throw out silly ideas – it expands on them in relentless, excruciating detail.

Videogames and Art

By Andy Clarke,Grethe Mitchell
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Intellect Books
  • Book Code : 1841501425
  • Total of Pages : 283
  • Category : Art
  • Members : 629
  • Pdf File: videogames-and-art.pdf

Book Short Summary:

Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry.

The Video Games Guide

By Matt Fox
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : McFarland
  • Book Code : 1476600678
  • Total of Pages : 416
  • Category : Games & Activities
  • Members : 720
  • Pdf File: the-video-games-guide.pdf

Book Short Summary:

The Video Games Guide is the world’s most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design—from the very earliest (1962’s Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game’s sequels and of course the author’s views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.

Video Games

By Arthur Asa Berger
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Routledge
  • Book Code : 1351299948
  • Total of Pages : 119
  • Category : Social Science
  • Members : 319
  • Pdf File: video-games.pdf

Book Short Summary:

From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon.Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry.

Classic Video Games

By Brian R. Eddy
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Bloomsbury Publishing
  • Book Code : 0747811083
  • Total of Pages : 56
  • Category : Antiques & Collectibles
  • Members : 182
  • Pdf File: classic-video-games.pdf

Book Short Summary:

In the early 1970s, video arcade games sprung to life in the form of Pong, Space Invaders, Asteroids, and Pac-Man, and if you were lucky enough to have an Atari system you could play Frogger or Galaga at home. By the 1980s, arcade and video games were entrenched as a pop culture phenomenon and were ubiquitous. But as quickly as the form took flight it began to change with the advent of hand-held games and more sophisticated home-gaming. Brian Eddy here traces the evolution of arcade video games, giving readers an inside look at the stratospheric rise-and transformation-of the industry.

American Life and Video Games from Pong to Minecraft

By Kathryn Hulick
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Cavendish Square Publishing, LLC
  • Book Code : 1502619768
  • Total of Pages : 112
  • Category : Juvenile Nonfiction
  • Members : 824
  • Pdf File: american-life-and-video-games-from-pong-to-minecraft.pdf

Book Short Summary:

Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of America’s favorite pastimes.

Music In Video Games

By K.J. Donnelly,William Gibbons,Neil Lerner
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Routledge
  • Book Code : 1134692110
  • Total of Pages : 246
  • Category : Music
  • Members : 482
  • Pdf File: music-in-video-games.pdf

Book Short Summary:

From its earliest days as little more than a series of monophonic outbursts to its current-day scores that can rival major symphonic film scores, video game music has gone through its own particular set of stylistic and functional metamorphoses while both borrowing and recontextualizing the earlier models from which it borrows. With topics ranging from early classics like Donkey Kong and Super Mario Bros. to more recent hits like Plants vs. Zombies, the eleven essays in Music in Video Games draw on the scholarly fields of musicology and music theory, film theory, and game studies, to investigate the history, function, style, and conventions of video game music.

Animation, Embodiment, and Digital Media

By K. Chow
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Springer
  • Book Code : 1137283084
  • Total of Pages : 204
  • Category : Computers
  • Members : 668
  • Pdf File: animation-embodiment-and-digital-media.pdf

Book Short Summary:

Animation, Embodiment and Digital Media articulates the human experience of technology-mediated animated phenomena in terms of sensory perception, bodily action and imaginative interpretation, suggesting a new theoretical framework with analyses of exemplary user interfaces, video games and interactive artworks.

100 Greatest Video Game Franchises

By Robert Mejia,Jaime Banks,Aubrie Adams
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Rowman & Littlefield
  • Book Code : 1442278153
  • Total of Pages : 266
  • Category : Games & Activities
  • Members : 803
  • Pdf File: 100-greatest-video-game-franchises.pdf

Book Short Summary:

Video games take players on a trip through ancient battlefields, to mythic worlds, and across galaxies. They provide players with a way to try on new identities and acquire vast superpowers. Video games also give people the chance to hit reset – to play again and again until they achieve a desired outcome. Their popularity has enabled them to grow far beyond their humble origins and to permeate other forms of popular culture, from comic books and graphic novels to films and television programs. Video games are universal. In 100 Greatest Video Game Franchises, editors Robert Mejia, Jaime Banks, and Aubrie Adams have assembled essays that identify, assess, and reveal the most important video games of all-time. Each entry makes a case for the game’s cultural significance and why it deserves to be on the list, from its influence on other games to its impact on an international scale. In addition to providing information about the game developer and when the franchise was established, these entries explore the connections between the different video games, examining them across genre, theme, and content. This accessible collection of essays gives readers an opportunity to gauge their favorite video game franchises against the best of all time and argue how they each fit among the 100 greatest ever created. Whether casually looking up information on these games or eager to learn how franchises evolved over the years, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Franchises will appeal to fans and scholars alike.

Ludotopia

By Espen Aarseth,Stephan Günzel
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : transcript Verlag
  • Book Code : 3839447305
  • Total of Pages : 316
  • Category : Social Science
  • Members : 113
  • Pdf File: ludotopia.pdf

Book Short Summary:

Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

By Management Association, Information Resources
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : IGI Global
  • Book Code : 1609601963
  • Total of Pages : 2164
  • Category : Games & Activities
  • Members : 737
  • Pdf File: gaming-and-simulations.pdf

Book Short Summary:

"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

Gaming and Cognition: Theories and Practice from the Learning Sciences

By Van Eck, Richard
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : IGI Global
  • Book Code : 161520718X
  • Total of Pages : 405
  • Category : Computers
  • Members : 163
  • Pdf File: gaming-and-cognition.pdf

Book Short Summary:

"This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education)"--Provided by publisher.

Video Gaming in Science Fiction

By Jason Barr
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : McFarland
  • Book Code : 1476634297
  • Total of Pages : 194
  • Category : Literary Criticism
  • Members : 355
  • Pdf File: video-gaming-in-science-fiction.pdf

Book Short Summary:

 As video gaming and gaming culture became more mainstream in the 1970s, science fiction authors began to incorporate aspects of each into their work. This study examines how media-fueled paranoia about video gaming—first emerging almost fifty years ago—still resonates in modern science fiction. The author reveals how negative stereotypes of gamers and gaming have endured in depictions of modern gamers in the media and how honest portrayals are still wanting, even in the “forward thinking” world of science fiction.

A History of Video Games in 64 Objects

By World Video Game Hall of Fame
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : HarperCollins
  • Book Code : 0062838709
  • Total of Pages : 352
  • Category : Games & Activities
  • Members : 559
  • Pdf File: a-history-of-video-games-in-64-objects.pdf

Book Short Summary:

Inspired by the groundbreaking A History of the World in 100 Objects, this book draws on the unique collections of The Strong museum in Rochester, New York, to chronicle the evolution of video games, from Pong to first-person shooters, told through the stories of dozens of objects essential to the field’s creation and development. Drawing on the World Video Game Hall of Fame’s unmatched collection of video game artifacts, this fascinating history offers an expansive look at the development of one of the most popular and influential activities of the modern world: video gaming. Sixty-four unique objects tell the story of the video game from inception to today. Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture. A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including: The first edition of Dungeons & Dragons—the ancestor of computer role-playing games The Oregon Trail and the development of educational gaming The Atari 2600 and the beginning of the console revolution A World of Warcraft server blade and massively multiplayer online games Minecraft—the backlash against the studio system The rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materials The prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplace And so much more! A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!

200 Mazes for Kids Ages 4-6 Volume 2

By Nick Snels
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : ColoringArtist.com
  • Book Code : N.a
  • Total of Pages : 212
  • Category : Games & Activities
  • Members : 166
  • Pdf File: 200-mazes-for-kids-ages-4-6-volume-2.pdf

Book Short Summary:

When you buy this book you get an electronic version (PDF file) of the interior of this book. When parents want to amuse their children, they usually put a movie on the TV or let the child play video games or watch online videos. But why would you increase your child's screen time when there are so many other interesting and fun things to do! One of the best activities for kids is activity books. It is fun and they learn at the same time. As wonderful as reading books can be for stimulating the imagination, youngsters need more than that. Children's activity books are ideal for providing kids with more than just the early reading experience that is essential to their later academic strength. Activity books for kids that encourage children to solve mazes, join the dots, spot the difference, find the matching symbol, and even make basic cut-out models or crafts can strengthen various skills. They even can help young readers cultivate habits that will stand them in good stead for the rest of their lives. Here are all the benefits of this mazes book: 200 Beautifully illustrated mazes, suitable for children ages 4 to 6 Solutions can be found at the back of the book Boosts creativity and stimulates the logic skills with interesting activities Improves concentration, problem-solving and fine motor skills development Helps parents spend more quality time with their children Activity books are one of the best early childhood education tools and mazes will provide hours of fun for boys & girls. Besides having fun, the various exercises will help your child develop critical skills such as problem-solving, visual perception, and fine motor skills.

Computational Science and Its Applications – ICCSA 2020

By Osvaldo Gervasi,Beniamino Murgante,Sanjay Misra,Chiara Garau,Ivan Blečić,David Taniar,Bernady O. Apduhan,Ana Maria A. C. Rocha,Eufemia Tarantino,Carmelo Maria Torre,Yeliz Karaca
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Springer Nature
  • Book Code : 3030588173
  • Total of Pages : 1029
  • Category : Computers
  • Members : 245
  • Pdf File: computational-science-and-its-applications-iccsa-2020.pdf

Book Short Summary:

The seven volumes LNCS 12249-12255 constitute the refereed proceedings of the 20th International Conference on Computational Science and Its Applications, ICCSA 2020, held in Cagliari, Italy, in July 2020. Due to COVID-19 pandemic the conference was organized in an online event. Computational Science is the main pillar of most of the present research, industrial and commercial applications, and plays a unique role in exploiting ICT innovative technologies. The 466 full papers and 32 short papers presented were carefully reviewed and selected from 1450 submissions. Apart from the general track, ICCSA 2020 also include 52 workshops, in various areas of computational sciences, ranging from computational science technologies, to specific areas of computational sciences, such as software engineering, security, machine learning and artificial intelligence, blockchain technologies, and of applications in many fields.