Unplugged

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Author :
Publisher : Health Communications, Inc.
ISBN 13 : 0757313620
Total Pages : 338 pages
Book Rating : 4.22/5 ( download)

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Book Synopsis Unplugged by : Ryan G. Van Cleave

Download or read book Unplugged written by Ryan G. Van Cleave and published by Health Communications, Inc.. This book was released on 2010-06 with total page 338 pages. Available in PDF, EPUB and Kindle. Book excerpt: WARNING: THIS VIDEO GAME MAY IMPAIR YOUR JUDGMENT. IT MAY CAUSE SLEEP DEPRIVATION, ALIENATION OF FRIENDS AND FAMILY, WEIGHT LOSS OR GAIN, NEGLECT OF YOUR BASIC NEEDS AS WELL AS THE NEEDS OF LOVED ONES AND/OR DEPENDENTS, AND DECREASED PERFORMANCE ON THE JOB. THE DISTINCTION BETWEEN FANTASY AND REALITY MAY BECOME BLURRED. PLAY AT YOUR OWN RISK. NOT RESPONSIBLE FOR SUICIDE ATTEMPTS. No such warning was included on the latest and greatest release from the Warcraft series of massive multiplayer online role-playing games—World of Warcraft (WoW). So when Ryan Van Cleave—a college professor, husband, father, and one of the 11.5 million Warcraft subscribers worldwide—found himself teetering on the edge of the Arlington Memorial Bridge, he had no one to blame but himself. He had neglected his wife and children and had jeopardized his livelihood, all for the rush of living a life of high adventure in a virtual world. A fabulously written and gripping tale, Unplugged takes you on a journey through the author's semireclusive life with video games at the center of his experiences. Even when he was sexually molested by a young school teacher at age eleven, it was the promise of a new video game that had lured him to her house. As Ryan's life progresses, we witness the evolution of video games—from simple two-button consoles to today's multikey technology, brilliantly designed to keep the user actively participating. For Ryan, the virtual world was a siren-song he couldn't ignore, no matter the cost. As is the case with most recovering addicts, Ryan eventually hit rock bottom and shares with you his ongoing battle to control his impulses to play, providing prescriptive advice and resources for those caught in the grip of this very real addiction.

Journey Through the Video Game World

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Author :
Publisher : Lulu.com
ISBN 13 : 0993803806
Total Pages : 243 pages
Book Rating : 4.02/5 ( download)

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Book Synopsis Journey Through the Video Game World by : Ashad Mukadam

Download or read book Journey Through the Video Game World written by Ashad Mukadam and published by Lulu.com. This book was released on 2014-08-20 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: In February 2013, Ronald Charlton was laid off from his job at Pacific IT and Consulting in Calgary, Alberta, Canada. Soon after, he decided to start playing video games, initially as a way to just let out some steam. However, it is now August, and he has still not stopped playing. This is now starting to affect the relationships he has with his family and his girlfriend. Then, on a rainy day in August 2013, a major thunderstorm hits Calgary. Ronald, who has been playing throughout the storm, is just about to hit a new high score on his video game when lightning strikes the console, causing an electrical current to travel down the wire to his controller, which then surrounds him, and transports him to the video game world. He soon finds out that he must physically play and complete a number of games in a certain order only known to them in order to get home. Ronald, along with his guide Pixie, then embark on a journey to return Ronald home.

Hey! Listen!

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Author :
Publisher : Hachette UK
ISBN 13 : 1472261348
Total Pages : 288 pages
Book Rating : 4.42/5 ( download)

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Book Synopsis Hey! Listen! by : Steve McNeil

Download or read book Hey! Listen! written by Steve McNeil and published by Hachette UK. This book was released on 2019-04-18 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: For fans of Daniel Hardcastle's Fuck Yeah!, Videogames and Retro Tech by peter leigh. Equal parts hilarious and informative, Hey! Listen! should be in every gamer's library. - Lucy James, (Gamespot) An informative, accessible romp through the early years of the games industry. All hail Il pirata pallido; the gaming hero we never knew we needed. - Adam Rosser BBC Radio 5Live Steve McNeil is funny, knowledgeable, and a massive, shameless, nerd. His brilliant book reminded me just how much of my life I've wasted. If the Golden Age of Gaming is a horse, then Steve's book is the stable. - Paul Rose (aka Mr Biffo), Digitiser A thoroughly enjoyable look at the early days of video gaming - comprehensive and fun. Loved it! - Stuart Ashen (aka ashens) The 'A La Recherche du Temps Perdu' of the gaming community. The 'A La Recherche du Temps Pew-Pew-Pew', as it were. - Dara O'Briain If 'Games Master' was a Nobel title passed on through the ages like 'Duke of York' or 'Rear of the Year' rather than simply the name of a 90s magazine and TV show then Steve McNeil would surely be the current holder of the esteemed position. What I'm saying is, he knows a LOT about games... - Scroobius Pip Taking us on a historical journey from the very early days all the way through to the late 1990s the book tells the stories of the men and women behind some of the most wonderful (and occasionally awful) games of the golden age, the fierce rivalries, bizarre business practices and downright bonkers risks taken during the pioneering days of computer and video gaming. This informal yet extremely well-researched book manages to educate and entertain in equal measure and this - dare I say - well-informed retrohead actually learnt a good deal. A thoroughly enjoyable read! - Mark Howlett (aka Lord Arse) Hugely funny, and full of fantastic facts about the history of video games. But enough about me; Steve's book is also quite good. - Ellie Gibson, Eurogamer A hilarious history of the golden period of computer games from the creator of Dara O'Briain's Go 8 Bit. It is fair to say Steve McNeil likes video games. He took a Nintendo Wii with him on his honeymoon (obviously), and spent so much time playing smartphone games in bed in the dark that he got eye strain and had to wear an eye patch. The locals nicknamed him 'the pale pirate'. Steve's obsession with video games can be traced back to the golden period from the early 70s to the late 90s. In this book he will delve into these games - from the appallingly bad to the breathtakingly good. He will also take us through the nerdy geniuses who created them, their fierce rivalries and risks often leading to some of the most farcical moments in the history of entertainment. This is a story of obsession, full of tales of Space Invaders, Donkey Kong, Mario, Sonic, Wolfenstein 3D, Worms and many more. It will also answer important questions about the golden age. Questions like: Why did Namco feel they had to change the name of Puck-Man to Pac-Man because they were worried about graffiti, when Nintendo were more than happy to bring out Duck Hunt? Joysticks at the ready. Let's do a gaming!

Unplugged

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Author :
Publisher : Simon and Schuster
ISBN 13 : 0757393640
Total Pages : 303 pages
Book Rating : 4.48/5 ( download)

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Book Synopsis Unplugged by : Ryan G. Van Cleave

Download or read book Unplugged written by Ryan G. Van Cleave and published by Simon and Schuster. This book was released on 2010-04-23 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: WARNING: This video game may impair your judgment. It may cause sleep deprivation, alienation of friends and family, weight loss or gain, neglect of one's basic needs as well as the needs of loved ones and/or dependents, and decreased performance on the job. The distinction between fantasy and reality may become blurred. Play at your own risk. Not responsible for suicide attempts, whether failed or successful. No such warning was included on the latest and greatest release from the Warcraft series of massive multiplayer on-line role-playing games (MMORPGs)—World of Warcraft (WoW). So when Ryan Van Cleave—a college professor, husband, father, and one of the 11.5 million Warcraft subscribers worldwide—found himself teetering on the edge of the Arlington Memorial Bridge, he had no one to blame but himself. He had neglected his wife and children and had jeopardized his livelihood, all for the rush of living a life of high adventure in a virtual world. Ultimately, Ryan decided to live, but not for the sake of his family or for a newly found love of life: he had to get back home for his evening session of Warcraft. A fabulously written and gripping tale, Unplugged takes us on a journey through Ryan's semi-reclusive life with video games at the center of his experiences. Even when he was sexually molested by a young school teacher at age eleven, it was the promise of a new video game that lured him to her house. As Ryan's life progresses, we witness the evolution of videogames—from simple two-button consoles to today's complicated multi-key technology, brilliantly designed to keep the user actively participating. As is the case with most recovering addicts, Ryan eventually hits rock bottom and shares with the reader his ongoing battle to control his impulses to play, providing prescriptive advice and resources for those caught in the grip of this very real addiction.

A Maths Journey Through Computer Games

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Author :
Publisher : Wayland
ISBN 13 : 9780750298506
Total Pages : 32 pages
Book Rating : 4.02/5 ( download)

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Book Synopsis A Maths Journey Through Computer Games by : Hilary Koll

Download or read book A Maths Journey Through Computer Games written by Hilary Koll and published by Wayland. This book was released on 2017-04-13 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: Go on a real-life maths journey to practise the core topics of numbers, geometry, statistics, ratio & proportion, algebra and measurement. Through data visualisation methods, including colourful diagrams, pictograms, illustrations, photographs and infographics, Go Figure! brings maths into the real world in an innovative, exciting and engaging visual way. It makes even the trickiest problem easier to understand and builds valuable confidence in maths! Find out how the maths you learn at school can help you go on an adventure through the world of computer gaming! Maths challenges encourage you to use real data and fascinating facts to solve mathematical problems that will help you on your way!

Traveling through Video Games

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1003827179
Total Pages : 98 pages
Book Rating : 4.77/5 ( download)

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Book Synopsis Traveling through Video Games by : Tom van Nuenen

Download or read book Traveling through Video Games written by Tom van Nuenen and published by Taylor & Francis. This book was released on 2023-10-25 with total page 98 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification. Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptive—but through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it. This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities.

A Journey Through Gaming Worlds

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Author :
Publisher : Digi GrowBig
ISBN 13 :
Total Pages : 13 pages
Book Rating : 4./5 ( download)

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Book Synopsis A Journey Through Gaming Worlds by : GAMELADE

Download or read book A Journey Through Gaming Worlds written by GAMELADE and published by Digi GrowBig. This book was released on 2024-02-15 with total page 13 pages. Available in PDF, EPUB and Kindle. Book excerpt: Embark on an exhilarating odyssey through the immersive and captivating realms of video games with "A Journey Through Gaming Worlds: Traversing the Multiverse of Video Games." In this captivating exploration, readers will delve into the evolution, creation, and allure of gaming worlds, from the fantastical realms of high fantasy to the futuristic galaxies of science fiction. From the origins of virtual realities to the revolutionary potential of virtual reality technology, this book offers a comprehensive journey into the diverse landscapes and narratives that define modern gaming. Whether you're a seasoned gamer or a curious enthusiast, prepare to be transported to new dimensions as we unravel the secrets and significance of gaming worlds in shaping our digital age.

This Gaming Life

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Author :
Publisher : University of Michigan Press
ISBN 13 : 0472116355
Total Pages : 225 pages
Book Rating : 4.55/5 ( download)

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Book Synopsis This Gaming Life by : Jim Rossignol

Download or read book This Gaming Life written by Jim Rossignol and published by University of Michigan Press. This book was released on 2008-05-29 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: "In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game. It was the best thing that ever happened to me.” So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist. Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives. Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences. “We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.” —Chris Baker, Wired “This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.” —Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’” —Joshua Davis, author of The Underdog “This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.” —John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

Expressive Space

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Author :
Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110723735
Total Pages : 273 pages
Book Rating : 4.31/5 ( download)

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Book Synopsis Expressive Space by : Gregory Whistance-Smith

Download or read book Expressive Space written by Gregory Whistance-Smith and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-01-19 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.

Phenomenology of the Gameworld: A Philosophical Toolbox for Video Game Developers

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Author :
Publisher : Defragmenter Media
ISBN 13 : 1944373748
Total Pages : 362 pages
Book Rating : 4.40/5 ( download)

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Book Synopsis Phenomenology of the Gameworld: A Philosophical Toolbox for Video Game Developers by : Matthew E. Gladden

Download or read book Phenomenology of the Gameworld: A Philosophical Toolbox for Video Game Developers written by Matthew E. Gladden and published by Defragmenter Media. This book was released on 2019-12-15 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.