A Brief History of Video Games

A Brief History of Video Games PDF Author: Richard Stanton
Publisher:
ISBN: 9781472118806
Category : Video games
Languages : en
Pages : 0

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Book Description
A fascinating exploration of the vibrant history and culture of video games.

A Brief History of Video Games

A Brief History of Video Games PDF Author: Richard Stanton
Publisher:
ISBN: 9781472118806
Category : Video games
Languages : en
Pages : 0

Get Book Here

Book Description
A fascinating exploration of the vibrant history and culture of video games.

A Brief History Of Video Games

A Brief History Of Video Games PDF Author: Rich Stanton
Publisher: Robinson
ISBN: 1472118812
Category : Business & Economics
Languages : en
Pages : 397

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Book Description
'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.

The Games Machines

The Games Machines PDF Author:
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 919

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Book Description


Video Games

Video Games PDF Author: Andy Bossom
Publisher: Bloomsbury Publishing
ISBN: 1474255426
Category : Computers
Languages : en
Pages : 209

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Book Description
A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.

Video Games, Crime and Next-Gen Deviance

Video Games, Crime and Next-Gen Deviance PDF Author: Craig Kelly
Publisher: Emerald Group Publishing
ISBN: 1838674470
Category : Social Science
Languages : en
Pages : 241

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Book Description
The ebook edition of this title is Open Access, thanks to Knowledge Unlatched funding, freely available to read online. Drawing on the emerging deviant literature perspective, this book explores a range of culturally embedded harms and other activities to offer new insight on the idea that video games are intertwined with forms of deviancy.

Exploring Mass Communication

Exploring Mass Communication PDF Author: Vincent F. Filak
Publisher: SAGE Publications
ISBN: 1544385609
Category : Language Arts & Disciplines
Languages : en
Pages : 383

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Book Description
Exploring Mass Communication by Vincent F. Filak maps our digital media landscape, discussing connections, disconnections, and key theories. It encourages students to engage critically with media, improving their daily lives, all while embracing inclusivity and diversity in a fresh, modern style.

A brief History of Great Inventions

A brief History of Great Inventions PDF Author: Dr. P. D. Hegde
Publisher: K.K. Publications
ISBN:
Category : Juvenile Nonfiction
Languages : en
Pages : 440

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Book Description
An invention is a unique or novel device, method, composition or process. It may be an improvement upon a machine or product or a new process for creating an object or a result. An invention that achieves a completely unique function or result may be a radical breakthrough. Some inventions can be patented. A Patent legally protects the intellectual property rights of the inventor and legally recognizes that a claimed invention is actually an invention. The rules and requirements for patenting an invention vary from country to country, and the process of obtaining a patent is often expensive.

Mastering the Game:

Mastering the Game: PDF Author: World Intellectual Property Organization
Publisher: WIPO
ISBN:
Category : Law
Languages : en
Pages : 378

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Book Description
“Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.

Video Gaming

Video Gaming PDF Author:
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 189

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Book Description
Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.

Video Games as Art

Video Games as Art PDF Author: Frank G. Bosman
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110731010
Category : History
Languages : en
Pages : 124

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Book Description
Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.