Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes] PDF Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN: 1440870209
Category : Games & Activities
Languages : en
Pages : 1365

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Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Dance Dance Revolution

Dance Dance Revolution PDF Author: Cathy Park Hong
Publisher: National Geographic Books
ISBN: 0393333116
Category : Poetry
Languages : en
Pages : 0

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Book Description
Adrienne Rich chose Cathy Park Hong's "audacious" (Los Angeles Times) second book as the winner of the 2006 Barnard Women Poets Prize. Named one of the Los Angeles Times's Best Science Fiction Books in 2007, Dance Dance Revolution is a genre-bending tour de force told from the perspective of the Guide, a former dissident and tour guide of an imagined desert city.

Dancing with the Revolution

Dancing with the Revolution PDF Author: Elizabeth B. Schwall
Publisher: UNC Press Books
ISBN: 1469662981
Category : Social Science
Languages : en
Pages : 319

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Book Description
Elizabeth B. Schwall aligns culture and politics by focusing on an art form that became a darling of the Cuban revolution: dance. In this history of staged performance in ballet, modern dance, and folkloric dance, Schwall analyzes how and why dance artists interacted with republican and, later, revolutionary politics. Drawing on written and visual archives, including intriguing exchanges between dancers and bureaucrats, Schwall argues that Cuban dancers used their bodies and ephemeral, nonverbal choreography to support and critique political regimes and cultural biases. As esteemed artists, Cuban dancers exercised considerable power and influence. They often used their art to posit more radical notions of social justice than political leaders were able or willing to implement. After 1959, while generally promoting revolutionary projects like mass education and internationalist solidarity, they also took risks by challenging racial prejudice, gender norms, and censorship, all of which could affect dancers personally. On a broader level, Schwall shows that dance, too often overlooked in histories of Latin America and the Caribbean, provides fresh perspectives on what it means for people, and nations, to move through the world.

An Introduction to Game Studies

An Introduction to Game Studies PDF Author: Frans Mäyrä
Publisher: SAGE
ISBN: 1473902924
Category : Language Arts & Disciplines
Languages : en
Pages : 415

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Book Description
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes] PDF Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN: 1440870209
Category : Games & Activities
Languages : en
Pages : 1365

Get Book Here

Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Game On!

Game On! PDF Author: Dustin Hansen
Publisher: Feiwel & Friends
ISBN: 1250080967
Category : Young Adult Nonfiction
Languages : en
Pages : 369

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Book Description
Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted. Learn about the creators and inspiration (Mario was named after Nintendo’s landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game). Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!

Playing with Sound

Playing with Sound PDF Author: Karen Collins
Publisher: MIT Press
ISBN: 0262312301
Category : Games & Activities
Languages : en
Pages : 199

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Book Description
An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects—which include not only music but also sound effects, ambient sound, dialogue, and interface sounds—both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances.

SPIN

SPIN PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 120

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Book Description
From the concert stage to the dressing room, from the recording studio to the digital realm, SPIN surveys the modern musical landscape and the culture around it with authoritative reporting, provocative interviews, and a discerning critical ear. With dynamic photography, bold graphic design, and informed irreverence, the pages of SPIN pulsate with the energy of today's most innovative sounds. Whether covering what's new or what's next, SPIN is your monthly VIP pass to all that rocks.

Choreographies of 21st Century Wars

Choreographies of 21st Century Wars PDF Author: Gay Morris
Publisher: Oxford University Press
ISBN: 0190298995
Category : Performing Arts
Languages : en
Pages : 385

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Book Description
Wars in this century are radically different from the major conflicts of the 20th century--more amorphous, asymmetrical, globally connected, and unending. Choreographies of 21st Century Wars is the first book to analyze the interface between choreography and wars in this century, a pertinent inquiry since choreography has long been linked to war and military training. The book draws on recent political theory that posits shifts in the kinds of wars occurring since the First and Second World Wars and the Cold War, all of which were wars between major world powers. Given the dominance of today's more indeterminate, asymmetrical, less decisive wars, we ask if choreography, as an organizing structure and knowledge system, might not also need revision in order to reflect on, and intercede in, a globalized world of continuous warfare. In an introduction and sixteen chapters, authors from a number of disciplines investigate how choreography and war in this century impinge on each other. Choreographers write of how they have related to contemporary war in specific works, while other contributors investigate the interconnections between war and choreography through theatrical works, dances, military rituals and drills, the choreography of video war games and television shows. Issues investigated include torture and terror, the status of war refugees, concerns surrounding fighting and peacekeeping soldiers, national identity tied to military training, and more. The anthology is of interest to scholars in dance, performance, theater, and cultural studies, as well as the social sciences.

Technology for Physical Educators, Health Educators, and Coaches

Technology for Physical Educators, Health Educators, and Coaches PDF Author: Seth E. Jenny
Publisher: Human Kinetics
ISBN: 1492589365
Category : Education
Languages : en
Pages : 385

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Book Description
A wide variety of technology is available to physical educators, health teachers, and coaches—but technology is only helpful if people know how to use it effectively. This text will help health and physical education teachers and coaches improve their abilities by learning to effectively use technology in the areas of instruction, assessment, management, communication, professional development, and advocacy. The effective use of technology as outlined in this book can improve student and athlete performance and assessment and motivate active and healthy lifestyles among students. An important distinction with this book is that it goes beyond simply discussing the technology tools—it helps readers understand how to use technology to improve instruction. Practical examples of how to use various technological tools are included for different settings and a variety of age groups (child to adult). Readers will learn about the effective use of technology in physical education, health education, and coaching. Technology for Physical Educators, Health Educators, and Coaches is a practical, hands-on text that offers a number of useful tools: What Does the Research Say? sidebars that provide evidence for which technologies do and do not work in physical education, health education, and sport coaching, with accompanying explanations Tips, examples, and interviews from seasoned professionals on various types of technology Chapter objectives, key terms, review questions, and open-ended discussion questions, which could prove useful for online discussion boards Instructor ancillaries, including PowerPoint presentations and learning management system (LMS)–ready quizzes for each chapter, that help instructors organize, plan, teach, and assess content effectively Online web resource that offers a variety of tools, including additional practitioner interviews; links to websites, videos, and podcasts; sample handouts, and other activities and resources from practicing professionals. The online web resource will be updated annually to keep current with the changing technology. Social media accounts (@Tech4HPECoach) on Twitter and Facebook allow readers to further connect and share ideas. Use the hashtag #Tech4HPECoach across various social media platforms too! (The web resource is included with all new print books and some ebooks. For ebook formats that don’t provide access, the web resource is available separately.) The text is organized into six parts. Part I focuses on how technology can assist in meeting specific goals, objectives, and national standards within physical education, health education, and sport coaching. Part II covers technology for class and team management as well as communication technology, while part III explores how to leverage technology to facilitate teaching and learning, including within a traditional classroom, online, and with special populations. The authors address how to use technology for assessment in part IV, and part V delves into how technology can benefit professional development and advocacy. In part VI, the authors detail the all-important legal and financial aspects of technology.

Power-Up

Power-Up PDF Author: Chris Kohler
Publisher: Courier Dover Publications
ISBN: 0486816427
Category : Games & Activities
Languages : en
Pages : 337

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Book Description
Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.