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Computer Games
  • Language: en
  • Pages: 224

Computer Games

Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introd...

Screenplay
  • Language: en
  • Pages: 242

Screenplay

Hollywood film franchises are routinely translated into games and some game-titles make the move onto the big screen. This collection investigates the interface between cinema and games console or PC.

Time After Time
  • Language: en
  • Pages: 246

Time After Time

What price would you pay to find hope and victory in the presence of your darkest moments? Nothing brings us to our knees more than hardships or ultimately the loss of a loved one. Pastor Denny Carr and his wife, Jan, have experienced the unspeakable: the death of their oldest child. It was through this tragic event that they discovered one profound truth: one can face, overcome, and move beyond all the pain agony, loneliness, heartbreak, hopelessness, desperation, and even death itself. Jesus Christ can move us from the darkness of despair to the light and comfort found in His presence. This true story shows that deep down, all of us want to believe and experience the supernatural. In our present-day culture, we are starving to find inner meaning, guidance, and purpose in life. This book was written as a tool that seeks to affirm what we are all searching for. We want to embrace truth, meaning, joy, assurance, and victory in the midst of tragedy and heartache. It can all happen for you as you read Time After Time.

Debugging Game History
  • Language: en
  • Pages: 465

Debugging Game History

  • Type: Book
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  • Published: 2016-06-03
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  • Publisher: MIT Press

Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodi...

Mazes in Videogames
  • Language: en
  • Pages: 191

Mazes in Videogames

  • Type: Book
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  • Published: 2013-05-01
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  • Publisher: McFarland

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.

Diane Delaney Interviews God
  • Language: en
  • Pages: 96

Diane Delaney Interviews God

Diane Delaney Interviews God by Paul Calvin Carr Diane Delaney, a thirty-something Chicago television news reporter with a good work ethic and a strong résumé, was struggling lately with her dreams; recurring dreams that caused her to begin asking questions and searching for answers. What Diane didn’t realize at the time was that these dreams were foreshadowing a relationship with a powerful superior being and that they would change her life forever. With a reporter’s curiosity and exceptional detective skills, Diane knew that the answers to her questions were with God. If she could land an interview with Him—and avoid Satan and his trickery along the way—she may finally get the professional recognition and the personal answers for which she was searching. But what God was about to reveal to Diane was beyond her wildest dreams.

Silent Hill
  • Language: en
  • Pages: 171

Silent Hill

The second entry in the Landmark Video Games series

Narrating Locative Media
  • Language: en
  • Pages: 324

Narrating Locative Media

This book offers a multidisciplinary approach to locative media, concentrating on specific authors and practitioners whose works exist in print and digital manifestations. The book shapes the discourse for an extensive theorization of locative media works from a narrative perspective. It investigates how different genres ⸺ print novels, fictional and non-fictional locative narratives, locative games, and audio texts ⸺ are affected by locative media practice. Part I examines print manifestations of locative media in William Gibson’s fiction. Part II discusses e-book and audio book locative narrative experimentations, suggesting ways to create and categorize locative texts. Drawing on hypertext theory, Part III views Niantic locative games as an instantiation of locative media storytelling practice that challenges digital narrativity. This study captures a transition from a print-based textuality to a digital locative textuality and culture, and proposes flexible innovative models of interpreting narrative textual forms emerging from the convergence of locative and narrative media. ​

The Ecology of Games
  • Language: en
  • Pages: 289

The Ecology of Games

  • Type: Book
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  • Published: 2007-11-30
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  • Publisher: MIT Press

An exploration of games as systems in which young people participate as gamers, producers, and learners. In the many studies of games and young people's use of them, little has been written about an overall “ecology” of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly sha...

Gender and Sexuality in Online Game Cultures
  • Language: en
  • Pages: 250

Gender and Sexuality in Online Game Cultures

  • Type: Book
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  • Published: 2012-03-12
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  • Publisher: Routledge

How do gender and sexuality come to matter in online game cultures? Why is it important to explore "straight" versus "queer" contexts of play? And what does it mean to play together with others over time, as co-players and researchers? Gender and Sexuality in Online Game Cultures is a book about female players and their passionate encounters with the online game World of Warcraft and its player cultures. It takes seriously women’s passions in games, and as such draws attention to questions of pleasure in and desire for technology. The authors use a unique approach of what they term a "twin ethnography" that develops two parallel stories. Sveningsson studies "straight" game culture, and mak...