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Graeme Kilpatrick analyses gaming magazines published in Britain from 1981-1995 to provide a detailed history of the bedroom coding culture that produced some of the most important video games ever played. He also shows how the formation of this culture was entwined with changes to the economics and technologies of game production in that period.This book analyses gaming magazines published in Britain in the 1980s to provide the first serious history of the bedroom coding culture that produced some of the most important video games ever played.
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The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-à-vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.
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Delving into popular, familiar games like Flappy Birds, Mirror's Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Ian Bogost posits that videogames are as much like appliances as they are like art and media. We don't watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. Nothing that the term game criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the "rivers and fields" that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: "God save us from a future of game critics, gnawing on scraps like the zombies that fester in our objects of study."
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This book is for developers who have knowledge of the basics of the SFML library and its capabilities in 2D game development. Minimal experience with C++ is required.
Video games --- Video games --- Programming. --- Design.
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Annotation Computing Methodologies Artificial Intelligence Computer Applications Internet Applications Human centered computing Human computer interaction (HCI) Applied computing Education.
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Video gaming proffers manifold possibilities in role taking and requires players to entertain dialogues with various interlocutors in online and offline contexts. Online games have been extensively studied. Yet, we wonder what happen through the offline interaction between the player and their avatars. This work shows that, while playing with The Sims®, players undertake a socializing voyage through several stops: simulation, anticipation, experimentation, embezzlement and interdependence. Throughout their experiences video gamers extend their awareness and their plasticity to increase their social flexibility. At the end of their voyage, players achieve a better understanding of their social world. The socializing voyage is the micro level of the video-ludological socialization developed elsewhere.
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