100 Greatest Video Game Characters

100 Greatest Video Game Characters PDF Author: Jaime Banks
Publisher: Rowman & Littlefield
ISBN: 1442278137
Category : Games & Activities
Languages : en
Pages : 261

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Book Description
Though in existence for only a few decades, video games are now firmly established in mainstream culture all around the planet. Every year new games are produced, and every year new favorites emerge. But certain characters have become so iconic that they withstand both time and the shifting interests of players. Such creations permeate other elements of popular culture—from graphic novels to film—and are known not only to dedicated gamers but to the general public as well. In 100 Greatest Video Game Characters, readers can learn about some of the most popular and influential figures that have leapt from computer monitors and television screens and into the public consciousness. The entries in this volume provide general facts about the characters as well as explore their cultural significance. The entries include the following information: Game developer Year character was established Video game franchise In addition, the book examines the commonalities of various video game characters to help readers better understand their popularity and how they operate within the video games and the industry itself. Whether casually looking up information on video game characters or researching what these icons says about society, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Characters will appeal to fans and scholars alike.

100 Greatest Video Game Characters

100 Greatest Video Game Characters PDF Author: Jaime Banks
Publisher: Rowman & Littlefield
ISBN: 1442278137
Category : Games & Activities
Languages : en
Pages : 261

Get Book

Book Description
Though in existence for only a few decades, video games are now firmly established in mainstream culture all around the planet. Every year new games are produced, and every year new favorites emerge. But certain characters have become so iconic that they withstand both time and the shifting interests of players. Such creations permeate other elements of popular culture—from graphic novels to film—and are known not only to dedicated gamers but to the general public as well. In 100 Greatest Video Game Characters, readers can learn about some of the most popular and influential figures that have leapt from computer monitors and television screens and into the public consciousness. The entries in this volume provide general facts about the characters as well as explore their cultural significance. The entries include the following information: Game developer Year character was established Video game franchise In addition, the book examines the commonalities of various video game characters to help readers better understand their popularity and how they operate within the video games and the industry itself. Whether casually looking up information on video game characters or researching what these icons says about society, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Characters will appeal to fans and scholars alike.

100 Greatest Video Game Franchises

100 Greatest Video Game Franchises PDF Author: Robert Mejia
Publisher: Rowman & Littlefield
ISBN: 1442278153
Category : Games & Activities
Languages : en
Pages : 266

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Book Description
Video games take players on a trip through ancient battlefields, to mythic worlds, and across galaxies. They provide players with a way to try on new identities and acquire vast superpowers. Video games also give people the chance to hit reset – to play again and again until they achieve a desired outcome. Their popularity has enabled them to grow far beyond their humble origins and to permeate other forms of popular culture, from comic books and graphic novels to films and television programs. Video games are universal. In 100 Greatest Video Game Franchises, editors Robert Mejia, Jaime Banks, and Aubrie Adams have assembled essays that identify, assess, and reveal the most important video games of all-time. Each entry makes a case for the game’s cultural significance and why it deserves to be on the list, from its influence on other games to its impact on an international scale. In addition to providing information about the game developer and when the franchise was established, these entries explore the connections between the different video games, examining them across genre, theme, and content. This accessible collection of essays gives readers an opportunity to gauge their favorite video game franchises against the best of all time and argue how they each fit among the 100 greatest ever created. Whether casually looking up information on these games or eager to learn how franchises evolved over the years, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Franchises will appeal to fans and scholars alike.

Better Game Characters by Design

Better Game Characters by Design PDF Author: Katherine Isbister
Publisher: CRC Press
ISBN: 1000688860
Category : Art
Languages : en
Pages : 443

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Book Description
Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.

The 100 Greatest Literary Characters

The 100 Greatest Literary Characters PDF Author: James Plath
Publisher: Rowman & Littlefield
ISBN: 1538103761
Category : Literary Criticism
Languages : en
Pages : 288

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Book Description
This book identifies 100 of the most intriguing characters from some of the most well-known novels published over several centuries, from Hester Prynne and Harry Potter to Jay Gatsby and T.S. Garp. The book profiles these memorable characters and details their significance both at the time they were created and today.

Women and Video Game Modding

Women and Video Game Modding PDF Author: Bridget Whelan
Publisher: McFarland
ISBN: 1476667438
Category : Games & Activities
Languages : en
Pages : 217

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Book Description
The world of video games has long revolved around a subset of its player base: straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying the games. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This is a collection of new essays on the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity.

American Reference Books Annual

American Reference Books Annual PDF Author: Juneal M. Chenoweth
Publisher: Bloomsbury Publishing USA
ISBN: 1440869146
Category : Language Arts & Disciplines
Languages : en
Pages : 577

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Book Description
Read professional, fair reviews by practicing academic, public, and school librarians and subject-area specialists that will enable you to make the best choices from among the latest reference resources. This newest edition of American Reference Books Annual (ARBA) provides librarians with insightful, critical reviews of print and electronic reference resources released or updated in 2017-2018, as well as some from 2019 that were received in time for review in the publication. By using this invaluable guide to consider both the positive and negative aspects of each resource, librarians can make informed decisions about which new reference resources are most appropriate for their collections and their patrons' needs. Collection development librarians who are working with limited budgets—as is the case in practically every library today—will be able to maximize the benefit from their monetary resources by selecting what they need most for their collection, while bypassing materials that bring limited value to their specific environment.

Japanese Culture Through Videogames

Japanese Culture Through Videogames PDF Author: Rachael Hutchinson
Publisher: Routledge
ISBN: 0429655940
Category : Games & Activities
Languages : en
Pages : 534

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Book Description
Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.

The 100 Greatest MSDOS Games

The 100 Greatest MSDOS Games PDF Author: Tom Crossland
Publisher: BookRix
ISBN: 3755424967
Category : Games & Activities
Languages : en
Pages : 190

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Book Description
MS-DOS games encompassed the 1980s and 1990s and are regarded to be a golden era for home gaming. How could it not be a golden era with games like Doom, Quake, The Secret of Monkey Island, Star Wars: X-Wing, and so on? The DOS era left behind enough happy gaming memories to last a lifetime. So let's go ahead now and explore the 100 greatest games of the beloved DOS era!

A Multimodal Approach to Video Games and the Player Experience

A Multimodal Approach to Video Games and the Player Experience PDF Author: Weimin Toh
Publisher: Routledge
ISBN: 135118475X
Category : Language Arts & Disciplines
Languages : en
Pages : 241

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Book Description
This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.

Guinness World Records 2011

Guinness World Records 2011 PDF Author: Guinness World Records Limited
Publisher: BradyGames
ISBN: 9780744012613
Category : Games & Activities
Languages : en
Pages : 0

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Book Description
This is the ultimate "Guinness World Records" book for gamers - now in its fourth edition. Pick up the completely updated "Guinness World Records, Gamer's Edition 2011" and learn all about amazing computer and video-game record breakers from around the world. You'll find out the highest scores, biggest tournaments, largest cash prizes and most successful games ever. It is packed with thousands of high scores and records, a round-up of key events of the video-gaming year - including reviews of new releases, new consoles and the major tournaments - along with detailed game strategies, interviews with professionals, tips and cheats to improve your play, league tables, bizarre facts and incredible video game trivia.