Computer Gaming World
Author | : |
Publsiher | : |
Total Pages | : 582 |
Release | : 2003 |
Genre | : Computer games |
ISBN | : |
Rating | : 4./5 ( downloads) |
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Author | : |
Publsiher | : |
Total Pages | : 582 |
Release | : 2003 |
Genre | : Computer games |
ISBN | : |
Rating | : 4./5 ( downloads) |
Author | : Jamie Lendino |
Publsiher | : Steel Gear Press |
Total Pages | : 386 |
Release | : 2022-03-14 |
Genre | : Computers |
ISBN | : 1957932015 |
Rating | : 4.2/5 (15 downloads) |
No one saw it coming. At its launch in 1981, IBM’s original Personal Computer was an expensive business machine—not a gaming behemoth of the kind you saw from Apple, Atari, Commodore, and Tandy. But by 1990, the PC had trampled all its competitors and become the gaming juggernaut it remains to this day. How did this happen? What did the PC do that the ostensibly superior Commodore Amiga, Atari ST, and Apple IIGS, couldn’t? In Starflight: How the PC and DOS Exploded Computer Gaming 1987–1994, author Jamie Lendino tells the full story, starting with the PC’s humble CGA and monochrome origins, moving through early ill-fated (if influential) failures such as the PCjr and Tandy 1000, and diving deep into the industry-shattering innovations in processing, graphics, sound, software, and distribution that gave the PC (and the gamers who loved it) unprecedented power and reach. Along the way, Lendino explores more than 110 of the PC’s most entertaining and important games, revealing how they paved the way for PC supremacy while also offering players new levels of challenge and fun. From groundbreaking graphic adventures (King’s Quest, The Secret of Monkey Island), innovative role-playing games (Ultima, Might and Magic), and sprawling space combat epics (Wing Commander, X-Wing) to titanic strategy titles (Civilization, X-Com), first-person shooters (Stellar 7, Doom), wide-ranging simulations (Stunts, Falcon 3.0), and hard-driving arcade action games (Arkanoid, Raptor), you’ll discover every detail of how the PC’s games catapulted it into the computer gaming stratosphere. Whether you were there at the time—experiencing first-hand the transition of EGA to VGA and single-voice beeps and boops to sweepingly symphonic Roland MT-32 sound, and discovering historic titles upon their release—or you’re only now discovering the wonders of the era, Starflight: How the PC and DOS Exploded Computer Gaming 1987–1994 is a fresh, dynamic, and impossible-to-put-it-down look at the years when PC gaming—and computer gaming itself—changed forever.
Author | : Denny Atkin |
Publsiher | : Brady |
Total Pages | : 163 |
Release | : 1997 |
Genre | : Games & Activities |
ISBN | : 9781566865807 |
Rating | : 4.6/5 (658 downloads) |
PC Gaming: Computer Gaming World's Instant Expert Guide covers everything new game players need to know, such as game genres, terminology, ratings, and new technology, as well as hardware needs, accessories, and how to troubleshoot the most common problems. The free CD includes hot game demos, such as Quake, Star Trek Generations and Command & Conquer Red Alert, which are attractive to avid players, but will also serve as a "try-before-you-buy" sampler for new gamers.
Author | : Mark J. P. Wolf |
Publsiher | : ABC-CLIO |
Total Pages | : 1288 |
Release | : 2021-05-24 |
Genre | : Games & Activities |
ISBN | : 1440870209 |
Rating | : 4.0/5 (9 downloads) |
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games
Author | : Lu Zhouxiang |
Publsiher | : Routledge |
Total Pages | : 320 |
Release | : 2022-05-13 |
Genre | : History |
ISBN | : 100058853X |
Rating | : 4.8/5 (3 downloads) |
Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.
Author | : Michael Fuchs |
Publsiher | : Bloomsbury Publishing USA |
Total Pages | : 247 |
Release | : 2019-02-21 |
Genre | : Social Science |
ISBN | : 1501330500 |
Rating | : 4.0/5 ( downloads) |
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.
Author | : Heather F. Lutze |
Publsiher | : John Wiley & Sons |
Total Pages | : 288 |
Release | : 2009-03-16 |
Genre | : Business & Economics |
ISBN | : 9780470445648 |
Rating | : 4.0/5 (456 downloads) |
To be successful in business you must be able to attract the right clients and persuade them to buy. However, on the internet, people only see what the search engines direct them to and the competition for those top spots is fierce. So how do you ensure that your business is front-and-center when prospects are searching for solutions? The answer is The Findability Formula. The Findability Formula is for anyone who wants to improve results from Internet marketing. The book is specifically written for business owners who are frustrated with a website that is not showing up in search results and not generating business. The Findability Formula will help readers understand how prospects and customers search for products and services on the Internet, and will show them, step-by-step, how to optimize their findability. The book will be a non-technical guide to effectively building and implementing, from the ground up, an Internet search marketing program that gets results. The reader will learn how paid search works, and how paid and organic search can work together to create optimum web visibility and reduce paid search costs over time. The basic message of the book is that there is a formula for findability and for converting prospects to purchasers. Readers' Benefits from The Findability Formula: * A complete step-by-step approach to search engine marketing applicable to any product or service, The Findability Formula will include easy-to-follow instruction from chapter to chapter as well as launch checklists in the appendix. * The most up-to-date search research and statistics available, including uncommon ways to connect with your online buyer. * Shows the reader how to avoid common search marketing mistakes that cost big money. How to not be bullied and take control of in-house e-commerce department strategies and SEM agencies. * A small company can compete successfully in search with larger, well-established competitors. How to work smarter to get even better search engine "findability". * Maximizes the reader's investment. The reader won't waste money by needlessly paying for "clicks" from customers who have no intention of buying. The investment in this book will be repaid thousands of times over. * Saves time, money and energy in creating in-house search marketing programs and properly tracking results by keyword. Negates the need to hire outside SEM agencies
Author | : Facts On File, Incorporated |
Publsiher | : Infobase Publishing |
Total Pages | : 65 |
Release | : 2008 |
Genre | : Computer games |
ISBN | : 1438123485 |
Rating | : 4.3/5 (85 downloads) |
Chapters include: - Get Ready for Action - Game Designer on the Job - The High-Speed Evolution of Electronic Games - Game Designer in Training - The Players Who Bring Games to Life - Kids Ask, Game Designers Answer - Virtual Apprentice: Game Designer for a Day. Each accessible book includes: - A behind-the-scenes look at the featured industry - Profiles of working professionals that offer an inside peek at what they do - Reality Check sidebars to help readers decide if this is the job for them - Find Out More and Check It Out sidebars for further research - A Day in the Life activity list that details a typical day on the job - Q&As between real-life kids and pros - A Count Me In journal feature for readers to track their activities. With a lively tone, dynamic look, and plenty of full-color and black-and-white photographs, the Virtual Apprentice books are the perfect starting point for young adults beginning their career exploration.
Author | : Blair Carter |
Publsiher | : Nova Publishers |
Total Pages | : 182 |
Release | : 2002 |
Genre | : Computer games |
ISBN | : 9781590335260 |
Rating | : 4.0/5 (352 downloads) |
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.
Author | : Matthew Robinson |
Publsiher | : ReadHowYouWant.com |
Total Pages | : 81 |
Release | : 2008-10-13 |
Genre | : Computers |
ISBN | : 1427091161 |
Rating | : 4.1/5 (61 downloads) |
Computer games are more popular and accessible than ever and, as computer technology advances, computer games have become more challenging, engaging, and addictive to millions of gamers across the country. That opens up a wide range of career opportunities, especially gamers. In this easy-to-follow and informative career guide, the author presents a brief history of the gaming industry before breaking down the major and cutting-edge careers in the field. Whether discussing the game designer, graphic artist, sound designer, marketer, or writer, useful insights are given into the qualifications and temperament needed for each job, as well as a realistic picture of the work environment and useful tips for breaking into the industry.
Author | : Timothy Rowlands |
Publsiher | : Left Coast Press |
Total Pages | : 203 |
Release | : 2012-01-15 |
Genre | : Games & Activities |
ISBN | : 1611320690 |
Rating | : 4.0/5 (9 downloads) |
Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to analyze the massively multiplayer online game Everquest.
Author | : |
Publsiher | : |
Total Pages | : 460 |
Release | : 1994-04-26 |
Genre | : |
ISBN | : |
Rating | : 4./5 ( downloads) |
PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
Author | : Naila Nabil Hamdy |
Publsiher | : Rowman & Littlefield |
Total Pages | : 333 |
Release | : 2022-03 |
Genre | : Language Arts & Disciplines |
ISBN | : 1538140047 |
Rating | : 4.0/5 (47 downloads) |
This book introduces, explains, and explores communication in the modern Arab world. Focusing on contemporary times and the lasting effects of the Arab Spring, the book reveals how the unceasing growth of media and communication technologies have acted as agents of change and provides evidence of mass communication’s potential to transform societies and cultures.
Author | : Steve Jones |
Publsiher | : SAGE |
Total Pages | : 253 |
Release | : 1995 |
Genre | : Language Arts & Disciplines |
ISBN | : 0803956770 |
Rating | : 4.6/5 (7 downloads) |
Deals with computer mediated communication
Author | : Talmadge J. Wright |
Publsiher | : Lexington Books |
Total Pages | : 286 |
Release | : 2010-09-25 |
Genre | : Social Science |
ISBN | : 0739147021 |
Rating | : 4.7/5 (21 downloads) |
Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.
Author | : John Shelton Lawrence |
Publsiher | : Wm. B. Eerdmans Publishing |
Total Pages | : 429 |
Release | : 2002 |
Genre | : Heroes |
ISBN | : 0802825737 |
Rating | : 4.5/5 (37 downloads) |
As the nation seems to yearn for redemption from the evils that threaten its tranquility, the authors maintain that Joseph Campbell's monomythic hero is alive and well, but significantly displaced, in American popular culture.
Author | : Sebastian Deterding |
Publsiher | : Routledge |
Total Pages | : 484 |
Release | : 2018-04-17 |
Genre | : Games & Activities |
ISBN | : 1317268318 |
Rating | : 4.8/5 (18 downloads) |
This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.