Author: Duret, Christophe
Publisher: IGI Global
ISBN: 1522504788
Category : Computers
Languages : en
Pages : 390
Book Description
Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.
Contemporary Research on Intertextuality in Video Games
Author: Duret, Christophe
Publisher: IGI Global
ISBN: 1522504788
Category : Computers
Languages : en
Pages : 390
Book Description
Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.
Publisher: IGI Global
ISBN: 1522504788
Category : Computers
Languages : en
Pages : 390
Book Description
Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.
The Gamer Program - Age of Sheitans
Author: Humberto Decanini
Publisher: Babelcube Inc.
ISBN: 1071548557
Category : Fiction
Languages : en
Pages : 400
Book Description
The world as we know it has come to an end; monsters have emerged from inside the ground an destroy everything the human kind have built for the last five thounsand years. Half of the population have perished because of the demons known as sheitans. There are not enough soldiers to face the thread, so goverment look to a group of people who knows exactly how to beat this kind of enemy; they have been doing it since childhood. Theyre the GAMERS. In this world, video games where produced to control the minds of the people and make them soldiers, capable to fight against any kind of enemy. Now its the time to fulfill the true destiny of video games. This is the first third of a three part series.
Publisher: Babelcube Inc.
ISBN: 1071548557
Category : Fiction
Languages : en
Pages : 400
Book Description
The world as we know it has come to an end; monsters have emerged from inside the ground an destroy everything the human kind have built for the last five thounsand years. Half of the population have perished because of the demons known as sheitans. There are not enough soldiers to face the thread, so goverment look to a group of people who knows exactly how to beat this kind of enemy; they have been doing it since childhood. Theyre the GAMERS. In this world, video games where produced to control the minds of the people and make them soldiers, capable to fight against any kind of enemy. Now its the time to fulfill the true destiny of video games. This is the first third of a three part series.
Gamer Nation
Author: John Wills
Publisher: JHU Press
ISBN: 1421428695
Category : History
Languages : en
Pages : 297
Book Description
Explores how games actively influence the ways people interpret and relate to American life. In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units. In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans' mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges. Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself.
Publisher: JHU Press
ISBN: 1421428695
Category : History
Languages : en
Pages : 297
Book Description
Explores how games actively influence the ways people interpret and relate to American life. In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units. In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans' mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges. Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself.
PC Gamer
Author:
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages : 214
Book Description
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages : 214
Book Description
Monsterhearts
Author: Luis Silva
Publisher:
ISBN: 9781734445015
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9781734445015
Category :
Languages : en
Pages :
Book Description
Z. Apocalypse
Author: Steve Cole
Publisher: Penguin
ISBN: 1101591064
Category : Juvenile Fiction
Languages : en
Pages : 225
Book Description
It's the end of the world as we know it . . . The stakes are higher than ever for Adam Adler, and he will be put to the test in a way he never imagined. Taken by a flying reptile with wings as big as a bus to the farthest reaches of Siberia, Adam once again finds himself at the center of a plot to take down the evil organization Geneflow, who plan to create an apocalypse, ending life on earth as we know it, in order to create a world of hyper-evolved beings. Adam will have to join forces with a deadly pterosaur named Keera, and with the help of his old friend Zed, they'll need to risk everything to stop Geneflow once and for all and restore order to the world. This companion to Z.Rex and Z.Raptor once again brings dinosaurs colliding with modern society in an action-packed thriller perfect for fans of Alex Rider or Jurassic Park.
Publisher: Penguin
ISBN: 1101591064
Category : Juvenile Fiction
Languages : en
Pages : 225
Book Description
It's the end of the world as we know it . . . The stakes are higher than ever for Adam Adler, and he will be put to the test in a way he never imagined. Taken by a flying reptile with wings as big as a bus to the farthest reaches of Siberia, Adam once again finds himself at the center of a plot to take down the evil organization Geneflow, who plan to create an apocalypse, ending life on earth as we know it, in order to create a world of hyper-evolved beings. Adam will have to join forces with a deadly pterosaur named Keera, and with the help of his old friend Zed, they'll need to risk everything to stop Geneflow once and for all and restore order to the world. This companion to Z.Rex and Z.Raptor once again brings dinosaurs colliding with modern society in an action-packed thriller perfect for fans of Alex Rider or Jurassic Park.
GURPS Lite
Author: Sean Punch
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 34
Book Description
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 34
Book Description
The Silence of Fallout
Author: Michael Blouin
Publisher: Cambridge Scholars Publishing
ISBN: 1443868035
Category : Literary Criticism
Languages : en
Pages : 290
Book Description
This collection asks how we are to address the nuclear question in a post-Cold War world. Rather than a temporary fad, Nuclear Criticism perpetually re-surfaces in theoretical circles. Given the recent events at the Fukushima Daiichi nuclear plant in Japan, the ripple of anti-nuclear sentiment the event created, as well as the discursive maneuvers that took place in the aftermath, we might pause to reflect upon Nuclear Criticism and its place in contemporary scholarship (and society at-large). Scholars who were active in earlier expressions of Nuclear Criticism converse with emergent scholars likewise striving to negotiate the field moving forward. This volume revolves around these dialogic moments of agreement and departure; refusing the silence of complacency, the authors renew this conversation while taking it in exciting new directions. As political paradigms shift and awareness of nuclear issues manifests in alternative forms, the collected essays establish groundwork for future generations caught in a perpetual struggle with legacies of the nuclear.
Publisher: Cambridge Scholars Publishing
ISBN: 1443868035
Category : Literary Criticism
Languages : en
Pages : 290
Book Description
This collection asks how we are to address the nuclear question in a post-Cold War world. Rather than a temporary fad, Nuclear Criticism perpetually re-surfaces in theoretical circles. Given the recent events at the Fukushima Daiichi nuclear plant in Japan, the ripple of anti-nuclear sentiment the event created, as well as the discursive maneuvers that took place in the aftermath, we might pause to reflect upon Nuclear Criticism and its place in contemporary scholarship (and society at-large). Scholars who were active in earlier expressions of Nuclear Criticism converse with emergent scholars likewise striving to negotiate the field moving forward. This volume revolves around these dialogic moments of agreement and departure; refusing the silence of complacency, the authors renew this conversation while taking it in exciting new directions. As political paradigms shift and awareness of nuclear issues manifests in alternative forms, the collected essays establish groundwork for future generations caught in a perpetual struggle with legacies of the nuclear.
Hyperbole and a Half
Author: Allie Brosh
Publisher: Simon and Schuster
ISBN: 1451666187
Category : Humor
Languages : en
Pages : 384
Book Description
#1 New York Times Bestseller “Funny and smart as hell” (Bill Gates), Allie Brosh’s Hyperbole and a Half showcases her unique voice, leaping wit, and her ability to capture complex emotions with deceptively simple illustrations. FROM THE PUBLISHER: Every time Allie Brosh posts something new on her hugely popular blog Hyperbole and a Half the internet rejoices. This full-color, beautifully illustrated edition features more than fifty percent new content, with ten never-before-seen essays and one wholly revised and expanded piece as well as classics from the website like, “The God of Cake,” “Dogs Don’t Understand Basic Concepts Like Moving,” and her astonishing, “Adventures in Depression,” and “Depression Part Two,” which have been hailed as some of the most insightful meditations on the disease ever written. Brosh’s debut marks the launch of a major new American humorist who will surely make even the biggest scrooge or snob laugh. We dare you not to. FROM THE AUTHOR: This is a book I wrote. Because I wrote it, I had to figure out what to put on the back cover to explain what it is. I tried to write a long, third-person summary that would imply how great the book is and also sound vaguely authoritative—like maybe someone who isn’t me wrote it—but I soon discovered that I’m not sneaky enough to pull it off convincingly. So I decided to just make a list of things that are in the book: Pictures Words Stories about things that happened to me Stories about things that happened to other people because of me Eight billion dollars* Stories about dogs The secret to eternal happiness* *These are lies. Perhaps I have underestimated my sneakiness!
Publisher: Simon and Schuster
ISBN: 1451666187
Category : Humor
Languages : en
Pages : 384
Book Description
#1 New York Times Bestseller “Funny and smart as hell” (Bill Gates), Allie Brosh’s Hyperbole and a Half showcases her unique voice, leaping wit, and her ability to capture complex emotions with deceptively simple illustrations. FROM THE PUBLISHER: Every time Allie Brosh posts something new on her hugely popular blog Hyperbole and a Half the internet rejoices. This full-color, beautifully illustrated edition features more than fifty percent new content, with ten never-before-seen essays and one wholly revised and expanded piece as well as classics from the website like, “The God of Cake,” “Dogs Don’t Understand Basic Concepts Like Moving,” and her astonishing, “Adventures in Depression,” and “Depression Part Two,” which have been hailed as some of the most insightful meditations on the disease ever written. Brosh’s debut marks the launch of a major new American humorist who will surely make even the biggest scrooge or snob laugh. We dare you not to. FROM THE AUTHOR: This is a book I wrote. Because I wrote it, I had to figure out what to put on the back cover to explain what it is. I tried to write a long, third-person summary that would imply how great the book is and also sound vaguely authoritative—like maybe someone who isn’t me wrote it—but I soon discovered that I’m not sneaky enough to pull it off convincingly. So I decided to just make a list of things that are in the book: Pictures Words Stories about things that happened to me Stories about things that happened to other people because of me Eight billion dollars* Stories about dogs The secret to eternal happiness* *These are lies. Perhaps I have underestimated my sneakiness!
End Times
Author: Anna Schumacher
Publisher: Penguin
ISBN: 0698146360
Category : Young Adult Fiction
Languages : en
Pages : 261
Book Description
Carbon County, Wyoming is like a current running through Daphne’s heart. When life gets too tough to bear in Detroit, Daphne flees to her Uncle Floyd’s home, where she believes she’ll find solace in the silent hills of her childhood summers. But Daphne’s Greyhound bus pulls over in downtown Carbon County and it’s not silence that welcomes her. It’s the sound of trumpets. Daphne’s desire to start again in simple country comfort is instantly dashed as the townsfolk declare that the End Times are here. And incredible occurrences soon support their belief. Daphne does all she can to keep her head down and ignore the signs. She works a job at the local oil rig, helps around the house, hangs out with her pregnant cousin Janie and gets to know Owen, a mysterious motocross racer and fellow roustabout at the rig. But soon a startling discovery shatters her resolve and calls into question all her doubts and fears. Daphne landed in Carbon County for a reason. She only has to read the signs—and believe.
Publisher: Penguin
ISBN: 0698146360
Category : Young Adult Fiction
Languages : en
Pages : 261
Book Description
Carbon County, Wyoming is like a current running through Daphne’s heart. When life gets too tough to bear in Detroit, Daphne flees to her Uncle Floyd’s home, where she believes she’ll find solace in the silent hills of her childhood summers. But Daphne’s Greyhound bus pulls over in downtown Carbon County and it’s not silence that welcomes her. It’s the sound of trumpets. Daphne’s desire to start again in simple country comfort is instantly dashed as the townsfolk declare that the End Times are here. And incredible occurrences soon support their belief. Daphne does all she can to keep her head down and ignore the signs. She works a job at the local oil rig, helps around the house, hangs out with her pregnant cousin Janie and gets to know Owen, a mysterious motocross racer and fellow roustabout at the rig. But soon a startling discovery shatters her resolve and calls into question all her doubts and fears. Daphne landed in Carbon County for a reason. She only has to read the signs—and believe.