Author: Dr. Harrison Sachs
Publisher: Publisher
ISBN:
Category : Games & Activities
Languages : en
Pages : 48
Book Description
This essay sheds light on how to become a professional Super Smash Bros. Ultimate player, explicates how to be highly successful as a professional Super Smash Bros. Ultimate player, and elucidates how to earn revenue as a Super Smash Bros. Ultimate player. Albeit ineffably cumbersome, it is viably possible to become a professional Super Smash Bros. Ultimate player in the digital era. Becoming a professional Super Smash Bros. Ultimate player is an eminently expensive undertaking to undergone, especially since being able to play Super Smash Bros. Ultimate and record your Super Smash Bros. Ultimate matches can easily cost over $1000 even if you already own a PC and already have a broadband internet connection. Buying a a Nintendo Switch console, a Nintendo Switch Gamecube Controller, a Nintendo Switch Gamecube Controller adapter, a Nintendo Switch Pro Controller, a microSD card, an HDMI video capture card, an HDMI monitor, an HDMI cable, the Super Smash Bros Ultimate video game, the downloadable content for the Super Smash Bros Ultimate video game, and a Nintendo Switch Online membership can easily cost you well over $1000 even if you already own a PC and already have a broadband internet connection. Becoming a professional Super Smash Bros. Ultimate is a cost prohibitive undertaking that a poor person cannot afford to pursue if he cannot afford to buy the necessary resources to even be able to commence playing the Super Smash Bros Ultimate video game. Super Smash Bros. Ultimate is unequivocally an expensive video game just to be able to dabble into playing. It is far more expensive to purchase the entire Super Smash Bros. Ultimate video game than it is to purchase most Nintendo Switch video games. Purchasing all of the downloadable characters for the Super Smash Bros. Ultimate video game can cost over $100. The downloadable characters for Super Smash Bros Ultimate are pay to unlock characters and are not available as free to unlock characters for people who have already paid a steep premium price to purchase Super Smash Bros Ultimate . Super Smash Bros Ultimate can only be played via the Nintendo Switch and is not accessible on other video game consoles nor on the PC. A prospective professional Super Smash Bros. Ultimate player will need to be able to earmark a substantial amount of time into playing Super Smash Bros. Ultimate to be able to compete at the Super Smash Bros. Ultimate meta-game level and will also need to be able to generate a substantial amount of revenue from playing Super Smash Bros. Ultimate in order to be able to afford to be able to play Super Smash Bros. Ultimate on a full time basis. Working a real private sector employee job based on voluntary demand will profusely drain your sacrosanct time and thereby preclude you from becoming adept enough to be able to compete on par with professional Super Smash Bros. Ultimate players who do not have to work an employee job and who are able to able to afford to be able to play Super Smash Bros. Ultimate on a full time basis. Professional Super Smash Bros. Ultimate players are able to able to afford to be able to play Super Smash Bros. Ultimate on a full time basis since they have attain lucrative careers from playing Super Smash Bros. Ultimate at the meta-game level and from producing Super Smash Bros. Ultimate content. A Professional Super Smash Bros. Ultimate player’s earnings potential is not entirely tether to his performance in Super Smash Bros. Ultimate tournaments Professional Super Smash Bros. Ultimate players are acutely aware of the grave issues appertaining to working real private sector employee jobs based on voluntary demand. Much to the dismay of people who work real private sector employee jobs based on voluntary demand, most real private sector employee jobs based on voluntary demand are deemed to be dead end, highly time consuming, debilitating, minimum wage, dispiriting, unfulfilling, undesirable, harrowing, distressful, brutally wretched, ineffably agonizing jobs that not only drain almost all of your sacrosanct time and that do not pay anything close to 1/4 of a subsistence wage for affording housing, but are jobs that also induce chronic stress, chronic fatigue, chronic burnout, an undermined well-being, and poor health.
How To Become A Professional Super Smash Bros. Ultimate Player, How To Be Highly Successful As A Professional Super Smash Bros. Ultimate Player, And How To Earn Revenue As A Super Smash Bros. Ultimate Player
Author: Dr. Harrison Sachs
Publisher: Publisher
ISBN:
Category : Games & Activities
Languages : en
Pages : 48
Book Description
This essay sheds light on how to become a professional Super Smash Bros. Ultimate player, explicates how to be highly successful as a professional Super Smash Bros. Ultimate player, and elucidates how to earn revenue as a Super Smash Bros. Ultimate player. Albeit ineffably cumbersome, it is viably possible to become a professional Super Smash Bros. Ultimate player in the digital era. Becoming a professional Super Smash Bros. Ultimate player is an eminently expensive undertaking to undergone, especially since being able to play Super Smash Bros. Ultimate and record your Super Smash Bros. Ultimate matches can easily cost over $1000 even if you already own a PC and already have a broadband internet connection. Buying a a Nintendo Switch console, a Nintendo Switch Gamecube Controller, a Nintendo Switch Gamecube Controller adapter, a Nintendo Switch Pro Controller, a microSD card, an HDMI video capture card, an HDMI monitor, an HDMI cable, the Super Smash Bros Ultimate video game, the downloadable content for the Super Smash Bros Ultimate video game, and a Nintendo Switch Online membership can easily cost you well over $1000 even if you already own a PC and already have a broadband internet connection. Becoming a professional Super Smash Bros. Ultimate is a cost prohibitive undertaking that a poor person cannot afford to pursue if he cannot afford to buy the necessary resources to even be able to commence playing the Super Smash Bros Ultimate video game. Super Smash Bros. Ultimate is unequivocally an expensive video game just to be able to dabble into playing. It is far more expensive to purchase the entire Super Smash Bros. Ultimate video game than it is to purchase most Nintendo Switch video games. Purchasing all of the downloadable characters for the Super Smash Bros. Ultimate video game can cost over $100. The downloadable characters for Super Smash Bros Ultimate are pay to unlock characters and are not available as free to unlock characters for people who have already paid a steep premium price to purchase Super Smash Bros Ultimate . Super Smash Bros Ultimate can only be played via the Nintendo Switch and is not accessible on other video game consoles nor on the PC. A prospective professional Super Smash Bros. Ultimate player will need to be able to earmark a substantial amount of time into playing Super Smash Bros. Ultimate to be able to compete at the Super Smash Bros. Ultimate meta-game level and will also need to be able to generate a substantial amount of revenue from playing Super Smash Bros. Ultimate in order to be able to afford to be able to play Super Smash Bros. Ultimate on a full time basis. Working a real private sector employee job based on voluntary demand will profusely drain your sacrosanct time and thereby preclude you from becoming adept enough to be able to compete on par with professional Super Smash Bros. Ultimate players who do not have to work an employee job and who are able to able to afford to be able to play Super Smash Bros. Ultimate on a full time basis. Professional Super Smash Bros. Ultimate players are able to able to afford to be able to play Super Smash Bros. Ultimate on a full time basis since they have attain lucrative careers from playing Super Smash Bros. Ultimate at the meta-game level and from producing Super Smash Bros. Ultimate content. A Professional Super Smash Bros. Ultimate player’s earnings potential is not entirely tether to his performance in Super Smash Bros. Ultimate tournaments Professional Super Smash Bros. Ultimate players are acutely aware of the grave issues appertaining to working real private sector employee jobs based on voluntary demand. Much to the dismay of people who work real private sector employee jobs based on voluntary demand, most real private sector employee jobs based on voluntary demand are deemed to be dead end, highly time consuming, debilitating, minimum wage, dispiriting, unfulfilling, undesirable, harrowing, distressful, brutally wretched, ineffably agonizing jobs that not only drain almost all of your sacrosanct time and that do not pay anything close to 1/4 of a subsistence wage for affording housing, but are jobs that also induce chronic stress, chronic fatigue, chronic burnout, an undermined well-being, and poor health.
Publisher: Publisher
ISBN:
Category : Games & Activities
Languages : en
Pages : 48
Book Description
This essay sheds light on how to become a professional Super Smash Bros. Ultimate player, explicates how to be highly successful as a professional Super Smash Bros. Ultimate player, and elucidates how to earn revenue as a Super Smash Bros. Ultimate player. Albeit ineffably cumbersome, it is viably possible to become a professional Super Smash Bros. Ultimate player in the digital era. Becoming a professional Super Smash Bros. Ultimate player is an eminently expensive undertaking to undergone, especially since being able to play Super Smash Bros. Ultimate and record your Super Smash Bros. Ultimate matches can easily cost over $1000 even if you already own a PC and already have a broadband internet connection. Buying a a Nintendo Switch console, a Nintendo Switch Gamecube Controller, a Nintendo Switch Gamecube Controller adapter, a Nintendo Switch Pro Controller, a microSD card, an HDMI video capture card, an HDMI monitor, an HDMI cable, the Super Smash Bros Ultimate video game, the downloadable content for the Super Smash Bros Ultimate video game, and a Nintendo Switch Online membership can easily cost you well over $1000 even if you already own a PC and already have a broadband internet connection. Becoming a professional Super Smash Bros. Ultimate is a cost prohibitive undertaking that a poor person cannot afford to pursue if he cannot afford to buy the necessary resources to even be able to commence playing the Super Smash Bros Ultimate video game. Super Smash Bros. Ultimate is unequivocally an expensive video game just to be able to dabble into playing. It is far more expensive to purchase the entire Super Smash Bros. Ultimate video game than it is to purchase most Nintendo Switch video games. Purchasing all of the downloadable characters for the Super Smash Bros. Ultimate video game can cost over $100. The downloadable characters for Super Smash Bros Ultimate are pay to unlock characters and are not available as free to unlock characters for people who have already paid a steep premium price to purchase Super Smash Bros Ultimate . Super Smash Bros Ultimate can only be played via the Nintendo Switch and is not accessible on other video game consoles nor on the PC. A prospective professional Super Smash Bros. Ultimate player will need to be able to earmark a substantial amount of time into playing Super Smash Bros. Ultimate to be able to compete at the Super Smash Bros. Ultimate meta-game level and will also need to be able to generate a substantial amount of revenue from playing Super Smash Bros. Ultimate in order to be able to afford to be able to play Super Smash Bros. Ultimate on a full time basis. Working a real private sector employee job based on voluntary demand will profusely drain your sacrosanct time and thereby preclude you from becoming adept enough to be able to compete on par with professional Super Smash Bros. Ultimate players who do not have to work an employee job and who are able to able to afford to be able to play Super Smash Bros. Ultimate on a full time basis. Professional Super Smash Bros. Ultimate players are able to able to afford to be able to play Super Smash Bros. Ultimate on a full time basis since they have attain lucrative careers from playing Super Smash Bros. Ultimate at the meta-game level and from producing Super Smash Bros. Ultimate content. A Professional Super Smash Bros. Ultimate player’s earnings potential is not entirely tether to his performance in Super Smash Bros. Ultimate tournaments Professional Super Smash Bros. Ultimate players are acutely aware of the grave issues appertaining to working real private sector employee jobs based on voluntary demand. Much to the dismay of people who work real private sector employee jobs based on voluntary demand, most real private sector employee jobs based on voluntary demand are deemed to be dead end, highly time consuming, debilitating, minimum wage, dispiriting, unfulfilling, undesirable, harrowing, distressful, brutally wretched, ineffably agonizing jobs that not only drain almost all of your sacrosanct time and that do not pay anything close to 1/4 of a subsistence wage for affording housing, but are jobs that also induce chronic stress, chronic fatigue, chronic burnout, an undermined well-being, and poor health.
A Newborn Business
Author: Zoltan Andrejkovics
Publisher: Zoltan Andrejkovics
ISBN: 9781723831058
Category : Business & Economics
Languages : en
Pages : 104
Book Description
Games covered Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series "How can I become a professional esports player?" "How can I make a living playing esports?" "What is the lifespan of an esports game?" "What are the most popular esports?" These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.
Publisher: Zoltan Andrejkovics
ISBN: 9781723831058
Category : Business & Economics
Languages : en
Pages : 104
Book Description
Games covered Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series "How can I become a professional esports player?" "How can I make a living playing esports?" "What is the lifespan of an esports game?" "What are the most popular esports?" These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.
The Invisible Game
Author: Zoltan Andrejkovics
Publisher: Createspace Independent Publishing Platform
ISBN: 9781517457013
Category :
Languages : en
Pages : 190
Book Description
Competitive gaming and eSports among youths became a major theme these days. For an e-Athlete, having the best strategy or belonging to a team with the best skills are sometimes not enough for success. Real life tournaments are tougher than we can imagine. The Invisible Game covers the necessary mental development of eSport players. The book helps to prepare the players' minds for the challenges, both on the map and in real life. Nowadays we overestimate the power of our thoughts, and we forget the potential of our inner wisdom. This book guides you with honest life experiences of an eSport team manager on a journey to find the mental balance for peak performance.
Publisher: Createspace Independent Publishing Platform
ISBN: 9781517457013
Category :
Languages : en
Pages : 190
Book Description
Competitive gaming and eSports among youths became a major theme these days. For an e-Athlete, having the best strategy or belonging to a team with the best skills are sometimes not enough for success. Real life tournaments are tougher than we can imagine. The Invisible Game covers the necessary mental development of eSport players. The book helps to prepare the players' minds for the challenges, both on the map and in real life. Nowadays we overestimate the power of our thoughts, and we forget the potential of our inner wisdom. This book guides you with honest life experiences of an eSport team manager on a journey to find the mental balance for peak performance.
Finite and Infinite Games
Author: James Carse
Publisher: Simon and Schuster
ISBN: 1451657293
Category : Philosophy
Languages : en
Pages : 155
Book Description
“There are at least two kinds of games,” states James P. Carse as he begins this extraordinary book. “One could be called finite; the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.” Finite games are the familiar contests of everyday life; they are played in order to be won, which is when they end. But infinite games are more mysterious. Their object is not winning, but ensuring the continuation of play. The rules may change, the boundaries may change, even the participants may change—as long as the game is never allowed to come to an end. What are infinite games? How do they affect the ways we play our finite games? What are we doing when we play—finitely or infinitely? And how can infinite games affect the ways in which we live our lives? Carse explores these questions with stunning elegance, teasing out of his distinctions a universe of observation and insight, noting where and why and how we play, finitely and infinitely. He surveys our world—from the finite games of the playing field and playing board to the infinite games found in culture and religion—leaving all we think we know illuminated and transformed. Along the way, Carse finds new ways of understanding everything, from how an actress portrays a role to how we engage in sex, from the nature of evil to the nature of science. Finite games, he shows, may offer wealth and status, power and glory, but infinite games offer something far more subtle and far grander. Carse has written a book rich in insight and aphorism. Already an international literary event, Finite and Infinite Games is certain to be argued about and celebrated for years to come. Reading it is the first step in learning to play the infinite game.
Publisher: Simon and Schuster
ISBN: 1451657293
Category : Philosophy
Languages : en
Pages : 155
Book Description
“There are at least two kinds of games,” states James P. Carse as he begins this extraordinary book. “One could be called finite; the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.” Finite games are the familiar contests of everyday life; they are played in order to be won, which is when they end. But infinite games are more mysterious. Their object is not winning, but ensuring the continuation of play. The rules may change, the boundaries may change, even the participants may change—as long as the game is never allowed to come to an end. What are infinite games? How do they affect the ways we play our finite games? What are we doing when we play—finitely or infinitely? And how can infinite games affect the ways in which we live our lives? Carse explores these questions with stunning elegance, teasing out of his distinctions a universe of observation and insight, noting where and why and how we play, finitely and infinitely. He surveys our world—from the finite games of the playing field and playing board to the infinite games found in culture and religion—leaving all we think we know illuminated and transformed. Along the way, Carse finds new ways of understanding everything, from how an actress portrays a role to how we engage in sex, from the nature of evil to the nature of science. Finite games, he shows, may offer wealth and status, power and glory, but infinite games offer something far more subtle and far grander. Carse has written a book rich in insight and aphorism. Already an international literary event, Finite and Infinite Games is certain to be argued about and celebrated for years to come. Reading it is the first step in learning to play the infinite game.
Sophie's World
Author: Jostein Gaarder
Publisher: Farrar, Straus and Giroux
ISBN: 1466804270
Category : Fiction
Languages : en
Pages : 599
Book Description
A page-turning novel that is also an exploration of the great philosophical concepts of Western thought, Jostein Gaarder's Sophie's World has fired the imagination of readers all over the world, with more than twenty million copies in print. One day fourteen-year-old Sophie Amundsen comes home from school to find in her mailbox two notes, with one question on each: "Who are you?" and "Where does the world come from?" From that irresistible beginning, Sophie becomes obsessed with questions that take her far beyond what she knows of her Norwegian village. Through those letters, she enrolls in a kind of correspondence course, covering Socrates to Sartre, with a mysterious philosopher, while receiving letters addressed to another girl. Who is Hilde? And why does her mail keep turning up? To unravel this riddle, Sophie must use the philosophy she is learning—but the truth turns out to be far more complicated than she could have imagined.
Publisher: Farrar, Straus and Giroux
ISBN: 1466804270
Category : Fiction
Languages : en
Pages : 599
Book Description
A page-turning novel that is also an exploration of the great philosophical concepts of Western thought, Jostein Gaarder's Sophie's World has fired the imagination of readers all over the world, with more than twenty million copies in print. One day fourteen-year-old Sophie Amundsen comes home from school to find in her mailbox two notes, with one question on each: "Who are you?" and "Where does the world come from?" From that irresistible beginning, Sophie becomes obsessed with questions that take her far beyond what she knows of her Norwegian village. Through those letters, she enrolls in a kind of correspondence course, covering Socrates to Sartre, with a mysterious philosopher, while receiving letters addressed to another girl. Who is Hilde? And why does her mail keep turning up? To unravel this riddle, Sophie must use the philosophy she is learning—but the truth turns out to be far more complicated than she could have imagined.
Getting the Best of It
Author: David Sklansky
Publisher: Two Plus Two Publishing LLC
ISBN: 9781880685044
Category : Games & Activities
Languages : en
Pages : 344
Book Description
Contains six sections discussing probability, poker, blackjack, other casino games, sports betting, and general gambling concepts. This book contains some of the most sophisticated gambling ideas that have ever been put into print. Included is perhaps the best discussion of the basic mathematics of gambling, yet it is written so that even the most non-mathematical of readers can understand it. Many of the ideas discussed are those that the author himself has successfully used during his career. Topics include expectation, combinations, Baye's Theorem, the eight mistakes in poker, checking in the dark, playing tight, The Key Card Concept, casinos and their mistakes, crapless craps, betting sports, hedging and middling, knowing what's important, the Law of Averages and Other Fallacies, and much more.
Publisher: Two Plus Two Publishing LLC
ISBN: 9781880685044
Category : Games & Activities
Languages : en
Pages : 344
Book Description
Contains six sections discussing probability, poker, blackjack, other casino games, sports betting, and general gambling concepts. This book contains some of the most sophisticated gambling ideas that have ever been put into print. Included is perhaps the best discussion of the basic mathematics of gambling, yet it is written so that even the most non-mathematical of readers can understand it. Many of the ideas discussed are those that the author himself has successfully used during his career. Topics include expectation, combinations, Baye's Theorem, the eight mistakes in poker, checking in the dark, playing tight, The Key Card Concept, casinos and their mistakes, crapless craps, betting sports, hedging and middling, knowing what's important, the Law of Averages and Other Fallacies, and much more.
Playing for Pizza
Author: John Grisham
Publisher: Vintage
ISBN: 0307576116
Category : Fiction
Languages : en
Pages : 210
Book Description
#1 NEW YORK TIMES BESTSELLER • After providing what is arguably the worst single performance in the history of the NFL, third-string quarterback Rick Dockery becomes a national laughingstock. Cut by the Cleveland Browns, and shunned by every other team, Rick insists that his agent find a team that does need him. Against enormous odds, Rick lands a job—as the starting quarterback for the Mighty Panthers ... of Parma, Italy. The Parma Panthers desperately want a former NFL player—any former NFL player—at their helm. And now they’ve got Rick, who knows nothing about Parma (not even where it is) and doesn’t speak a word of Italian. To say that Italy—the land of fine wines, extremely small cars, and football americano—holds a few surprises for Rick Dockery would be something of an understatement. Don’t miss John Grisham’s new book, THE EXCHANGE: AFTER THE FIRM!
Publisher: Vintage
ISBN: 0307576116
Category : Fiction
Languages : en
Pages : 210
Book Description
#1 NEW YORK TIMES BESTSELLER • After providing what is arguably the worst single performance in the history of the NFL, third-string quarterback Rick Dockery becomes a national laughingstock. Cut by the Cleveland Browns, and shunned by every other team, Rick insists that his agent find a team that does need him. Against enormous odds, Rick lands a job—as the starting quarterback for the Mighty Panthers ... of Parma, Italy. The Parma Panthers desperately want a former NFL player—any former NFL player—at their helm. And now they’ve got Rick, who knows nothing about Parma (not even where it is) and doesn’t speak a word of Italian. To say that Italy—the land of fine wines, extremely small cars, and football americano—holds a few surprises for Rick Dockery would be something of an understatement. Don’t miss John Grisham’s new book, THE EXCHANGE: AFTER THE FIRM!
The Song Machine: Inside the Hit Factory
Author: John Seabrook
Publisher: W. W. Norton & Company
ISBN: 0393241939
Category : Music
Languages : en
Pages : 292
Book Description
"An utterly satisfying examination of the business of popular music." —Nathaniel Rich, The Atlantic There’s a reason today’s ubiquitous pop hits are so hard to ignore—they’re designed that way. The Song Machine goes behind the scenes to offer an insider’s look at the global hit factories manufacturing the songs that have everyone hooked. Full of vivid, unexpected characters—alongside industry heavy-hitters like Katy Perry, Rihanna, Max Martin, and Ester Dean—this fascinating journey into the strange world of pop music reveals how a new approach to crafting smash hits is transforming marketing, technology, and even listeners’ brains. You’ll never think about music the same way again. A Wall Street Journal Best Business Book
Publisher: W. W. Norton & Company
ISBN: 0393241939
Category : Music
Languages : en
Pages : 292
Book Description
"An utterly satisfying examination of the business of popular music." —Nathaniel Rich, The Atlantic There’s a reason today’s ubiquitous pop hits are so hard to ignore—they’re designed that way. The Song Machine goes behind the scenes to offer an insider’s look at the global hit factories manufacturing the songs that have everyone hooked. Full of vivid, unexpected characters—alongside industry heavy-hitters like Katy Perry, Rihanna, Max Martin, and Ester Dean—this fascinating journey into the strange world of pop music reveals how a new approach to crafting smash hits is transforming marketing, technology, and even listeners’ brains. You’ll never think about music the same way again. A Wall Street Journal Best Business Book
Metagaming
Author: Stephanie Boluk
Publisher: U of Minnesota Press
ISBN: 145295416X
Category : Games & Activities
Languages : en
Pages : 422
Book Description
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.
Publisher: U of Minnesota Press
ISBN: 145295416X
Category : Games & Activities
Languages : en
Pages : 422
Book Description
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.
Collective Management of Copyright and Related Rights
Author: World Intellectual Property Organization
Publisher: WIPO
ISBN: 9280534653
Category : Law
Languages : en
Pages : 252
Book Description
This third edition of Collective Management of Copyright and Related Rights presents an in-depth revision with invaluable updates on the different systems, legislative options and best practices of CMOs worldwide. As with previous editions, the book is written to reach a wide audience, with a special focus on questions that might emerge for governments as they prepare, adopt and apply collective management norms and regulations. The edition also sheds light on new copyright and related rights developments, including digital, technological and business trends, from all over the world. Additionally, there is detailed discussion on topics such as aspects of competition, national treatment, and different models of collective management.
Publisher: WIPO
ISBN: 9280534653
Category : Law
Languages : en
Pages : 252
Book Description
This third edition of Collective Management of Copyright and Related Rights presents an in-depth revision with invaluable updates on the different systems, legislative options and best practices of CMOs worldwide. As with previous editions, the book is written to reach a wide audience, with a special focus on questions that might emerge for governments as they prepare, adopt and apply collective management norms and regulations. The edition also sheds light on new copyright and related rights developments, including digital, technological and business trends, from all over the world. Additionally, there is detailed discussion on topics such as aspects of competition, national treatment, and different models of collective management.