Games

Guinness World Records Gamer's Edition 2016

Guinness World Records Gamer's Edition 2016

Author: Guinness World Records

Publisher: Guinness World Records

ISBN: 9781910561102

Category: Games

Page: 216

View: 256

The bestselling videogames annual is back! Bursting with mind-blowing records and tantalizing trivia, the Guinness World Records 2016: Gamer’s Edition is a must-have for any gaming fan. Whether you’re all about the latest first-person shooter, an app aficionado, an MMO master, or a die-hard retro gamer, you’ll find show-stopping records, top 10 roundups, quick-fire facts and stats, and hundreds of amazing new images from all your favorite games. What’s more, brand new for this year’s book is a dedicated section just for Minecraft fans, with a mega-showcase of the greatest construction records, in-game tips and lots more blocky goodness. Plus, discover which tech milestones have been smashed in the last year – in both software and hardware, get all the insider secrets from industry experts, and marvel at the players who have leveled up to the very top of the leaderboards. Think you can challenge the current champions? Look inside to see how to break your very own record! Guinness World Records: Gamer’s Editions have sold a whopping 3+ million copies. Find out for yourself why it’s a game-changer!
Games

Guinness World Records Gamer's Edition 2015 Ebook

Guinness World Records Gamer's Edition 2015 Ebook

Author: Guinness World Records

Publisher: Guinness World Records

ISBN: 9781908843715

Category: Games

Page: 216

View: 660

Now in its eighth edition, Guinness World Records Gamer’s Edition 2015 Ebook is the ultimate guide for videogame lovers, perfect for reading on smart devices on the go. Whether you’re an avid fan of platformers, shooters, MMOs or racing games, there’s something for everyone, including interviews with industry experts, handy in-game tips and, of course, hundreds of amazing new records. In this year’s Gamer’s Edition, the book features a countdown of the top 50 videogames of all time, based on our readers’ poll. Be sure to check out where your favourite games rank. Also get the lowdown on all the latest hardware developments, from next-gen virtual-reality peripherals like Oculus Rift and Project Morpheus to who’s the reigning champion in the battle of the eighth-gen consoles: PlayStation 4 or Xbox One – place your bets now! But the Gamer’s Edition isn’t all about the games and consoles – it’s also a showcase of the most dedicated gamers in the world. Meet the chart-topping players who have completed games the quickest, earned the most points or collected the most memorabilia. Maybe they’ll inspire you to break a gaming record of your own…
Social Science

Scene Thinking

Scene Thinking

Author: Benjamin Woo

Publisher: Routledge

ISBN: 9781134843664

Category: Social Science

Page: 214

View: 387

How is cultural activity shaped by the places where it unfolds? One answer has been found in the ‘scenes perspective’, a development within popular music studies that explains change and transformation within musical practices in terms of the social and institutional histories of scenes. Scene Thinking: Cultural Studies from the Scenes Perspective takes up this framework – and the mode of analysis that goes with it – as an important contribution to cultural analysis and social research more generally. In a series of focused case studies – ranging across practices like drag kinging, Bangladeshi underground music, urban arts interventions and sites like single performance venues, urban neighbourhoods in various states of gentrification, and virtual networks of game consoles in countless living rooms – the authors demonstrate how ‘scene thinking’ can enrich cultural studies inquiry. As a humanistic, empirically oriented alternative to network-based social ontologies, thinking in terms of scenes sensitizes researchers to complex, fluid processes that are nonetheless anchored and made meaningful at the level of lived experience. This book was originally published as a special issue of Cultural Studies.
Drama

Drama and Digital Arts Cultures

Drama and Digital Arts Cultures

Author: David Cameron

Publisher: Bloomsbury Publishing

ISBN: 9781472592217

Category: Drama

Page: 344

View: 429

Drama and Digital Arts Cultures is a critical guide to the new forms of playful exploration, co-creativity, and improvised performance made possible by digital networked media. Drawing on examples from games, education, online media, technology-enabled performance and the creative industries, the book uses the elements of applied drama to frame our understanding of digital cultures. Exploring the connected real-world and virtual spaces where young people are making and sharing digital content, it draws attention to the fundamental applied drama conventions that infuse and activate this networked culture. Challenging descriptions of drama and digital technology as binary opposites, the book maps common principles and practice grounded in role, embodiment, performance, play, and identity that are being amplified and enhanced by the affordances of online media. Drama and Digital Arts Cultures draws together extensive original research including interviews with game designers, media producers, educators, artists and makers at the heart of these new digital cultures. Young people discuss their own creative practices and products, providing insight into a complex and evolving world being transformed by digital technologies. A practical guide to the field, it contains case studies and examples of the intersections of drama conventions and networked cultures drawn from the US, Canada, UK, Netherlands, Singapore and Australia. Written for scholars, educators, students and 'makers' everywhere, Drama and Digital Arts Cultures provides a clear understanding of how young people are blending creativity and learning with the powerful and empowering conventions of drama to create new forms of multimodal and transmedia storytelling.
Games & Activities

The Video Games Guide

The Video Games Guide

Author: Matt Fox

Publisher: McFarland

ISBN: 9780786472574

Category: Games & Activities

Page: 385

View: 594

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.
Business & Economics

The Art of Community

The Art of Community

Author: Jono Bacon

Publisher: "O'Reilly Media, Inc."

ISBN: 9781449312060

Category: Business & Economics

Page: 575

View: 864

Online communities offer a wide range of opportunities today for supporting a cause, marketing a product or service, or developing open source software. "The Art of Community" helps readers develop the talents they need to recruit members to their community, and motivate and manage them to become active participants.
Corporate governance

Proceedings of the 7th European Conference on Management Leadership and Governance

Proceedings of the 7th European Conference on Management Leadership and Governance

Author: Charles Despres

Publisher: Academic Conferences Limited

ISBN: 9781908272171

Category: Corporate governance

Page: 564

View: 272

Juvenile Nonfiction

101 Video Games to Play Before You Grow Up

101 Video Games to Play Before You Grow Up

Author: Ben Bertoli

Publisher: Walter Foster Jr

ISBN: 9781633225619

Category: Juvenile Nonfiction

Page: 144

View: 673

101 Video Games to Play Before You Grow Up is the unofficial guide for the best video games every gamer needs to try! How many have you played? Each page in this interactive handbook offers behind-the-scenes tidbits and trivia about the games that belong on your bucket list, along with parental rating guidelines, series background information, and storyline previews. Gamers can record their personal ratings of each series as they play their way through the list, making notes and critiquing the best and worst parts of each game. All different types of video games are featured, including adventure, puzzle, platform, racing, and role-playing games. Both gaming newbies and more experienced players will love learning about the best games out there, and checking games off the list as they play them. Plus 101 Video Games to Play Before You Grow Up is the perfect way to discover new genres to explore next. This guide book features games for just about every console from 1985 to today. No matter what system you have, this handy guide will help parents and kids alike choose the next best game to play.
Social Science

ReClaiming Participation

ReClaiming Participation

Author: Mathias Denecke

Publisher: transcript Verlag

ISBN: 9783839429228

Category: Social Science

Page: 296

View: 641

This volume unravels the debates on the »Participation Age«: Instead of perpetuating visions of social »all-inclusion« or the »digital divide«, the collection reclaims collectivity as an effect of technological and historical conditions. Thinking of participation both as promise and duty, the contributions analyse the attractions and impositions connected to the socio-technical formation of collectivities. The constraints of participation are addressed by focusing on the mutual shaping of user practices and technological environments. It is hence a relational thinking that allows specifying the manifold interconnections of technology, practices and discourses.
Computers

Power-Up

Power-Up

Author: Matthew Lane

Publisher: Princeton University Press

ISBN: 9780691196381

Category: Computers

Page: 290

View: 683

"Did you know that every time you pick up the controller to your PlayStation or Xbox, you are entering a game world steeped in mathematics? Power-Up reveals the hidden mathematics in many of today's most popular video games and explains why mathematical learning doesn't just happen in the classroom or from books--you're doing it without even realizing it when you play games on your cell phone. In this lively and entertaining book, Matthew Lane discusses how gamers are engaging with the traveling salesman problem when they play Assassin's Creed, why it is mathematically impossible for Mario to jump through the Mushroom Kingdom in Super Mario Bros., and how The Sims teaches us the mathematical costs of maintaining relationships. He looks at mathematical pursuit problems in classic games like Missile Command and Ms. Pac-Man, and how each time you play Tetris, you're grappling with one of the most famous unsolved problems in all of mathematics and computer science. Along the way, Lane discusses why Family Feud and Pictionary make for ho-hum video games, how realism in video games (or the lack of it) influences learning, what video games can teach us about the mathematics of voting, the mathematics of designing video games, and much more. Power-Up shows how the world of video games is an unexpectedly rich medium for learning about the beautiful mathematical ideas that touch all aspects of our lives--including our virtual ones."--Dust jacket.
Business & Economics

A Brief History Of Video Games

A Brief History Of Video Games

Author: Rich Stanton

Publisher: Hachette UK

ISBN: 9781472118813

Category: Business & Economics

Page: 368

View: 381

'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.
Art

Making Great Games

Making Great Games

Author: Michael Thornton Wyman

Publisher: Taylor & Francis

ISBN: 9781136132377

Category: Art

Page: 234

View: 346

Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made.