Classic Home Video Games, 1989-1990

Classic Home Video Games, 1989-1990 PDF Author: Brett Weiss
Publisher: McFarland
ISBN: 0786492317
Category : Games & Activities
Languages : en
Pages : 345

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Book Description
The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.

Classic Home Video Games, 1989-1990

Classic Home Video Games, 1989-1990 PDF Author: Brett Weiss
Publisher: McFarland
ISBN: 0786492317
Category : Games & Activities
Languages : en
Pages : 345

Get Book Here

Book Description
The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.

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.

The Games Machines

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

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Book Description


Video Game Bible, 1985-2002

Video Game Bible, 1985-2002 PDF Author: Andy Slaven
Publisher: Trafford Publishing
ISBN: 1553697316
Category : Video games
Languages : en
Pages : 774

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Book Description
With nearly three years of research utilized to compile game lists and thousands of hours used to play and review the games listed within, Video Game Bible is the most comprehensive source of information on video games released in the U.S. since 1985 ever created. Prices are based on realistic figures compiled by interviewing hundreds of large collectors and game store owners, and offer a realistic guideline to be followed by both collectors and video gamers looking to complete their collections. While numerous guides have been compiled on the subject of classic video games, this book offers coverage of video game consoles releases after 1985, known as the "neo-classics". With 39 systems in total, Video Game Bible offers the largest guide to date. With the recent proliferation of video game collecting into the mainstream, it is necessary to have a standard by which games are valued. This is the first installment in a series of guides intended to offer full coverage of every video game ever made worldwide. Video game consoles are grouped together by the company that made them for easy reference. In addition to the table of contents, which lists each section separately, there are corner tabs to make browsing the guide even more convenient. Thousands of new facts are offered within the pages of this book, as are thousands of reviews and overviews. Written in a lighthearted manner, chapters of this guide that may not pertain to a particular collector will still be enjoyable for intelligent readers. An easy to use reference guide suitable for any age, this guide is sure to be an invaluable resource for anyone interested in video game collecting, video game history, and even for the casual video game fan interested in learning more about the hobby. Editor-In Chief: Andy Slaven Staff Writers: Micheal Collins, Lucus Barnes, Vincent Yang Contributing Writers: Charlie Reneke, Joe Kudrna

Encyclopedia of Computer Graphics and Games

Encyclopedia of Computer Graphics and Games PDF Author: Newton Lee
Publisher: Springer Nature
ISBN: 3031231619
Category : Computers
Languages : en
Pages : 2150

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Book Description
Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Playstation 3

Playstation 3 PDF Author:
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 749

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Book Description


The Video Games Guide

The Video Games Guide PDF Author: Matt Fox
Publisher: McFarland
ISBN: 078647257X
Category : Games & Activities
Languages : en
Pages : 385

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Book Description
The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.

The Game Boy Encyclopedia

The Game Boy Encyclopedia PDF Author: Chris Scullion
Publisher: White Owl
ISBN: 139909680X
Category : Games & Activities
Languages : en
Pages : 322

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Book Description
The Game Boy Encyclopedia is the sixth book in Scottish author and journalist Chris Scullion’s critically-acclaimed series of video game encyclopedias. There are few video game systems as iconic and important as the Nintendo Game Boy. Released in 1989, the handheld’s humble green-tinted display allowed for a low-cost portable console that won over players where it mattered most: the quality of its games. From huge early successes like the iconic Tetris and Super Mario Land to its revival years later with the groundbreaking Pokémon games, the Game Boy stands proudly as one of the greatest gaming systems ever. Its 1998 successor, the Game Boy Color, addressed the one main weak spot in the Game Boy’s armor and offered full-color games. Combined, nearly 120 million Game Boy and Game Boy Color handhelds were sold worldwide, with both models playing a huge role in so many childhoods (and adulthoods). This book contains every game released in the west for both handhelds: around 580 on the Game Boy and around 560 on the Game Boy Color. With around 1,150 games covered in total, screenshots and trivia factoids for every single title and a light-hearted writing style designed for an informative but entertaining read, The Game Boy Encyclopedia is the definitive guide to a legendary gaming platform.

E-Learning and Games

E-Learning and Games PDF Author: Abdennour El Rhalibi
Publisher: Springer
ISBN: 3030237125
Category : Education
Languages : en
Pages : 420

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Book Description
This book constitutes the refereed proceedings of the 12th International Conference on e-Learning and Games, EDUTAINMENT 2018, held in Xi’an, China, in June 2018. The 32 full and 32 short papers presented in this volume were carefully reviewed and selected from 85 submissions. The papers were organized in topical sections named: virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; game rendering and animation; game rendering and animation and computer vision in edutainment; e-learning and game; and computer vision in edutainment.

Video Game of the Year

Video Game of the Year PDF Author: Jordan Minor
Publisher: Abrams
ISBN: 1647006805
Category : Games & Activities
Languages : en
Pages : 615

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Book Description
Breaking down the 40-year history of the world’s most popular art form, one video game at a time Pong. The Legend of Zelda.Final Fantasy VII. Rock Band.Fortnite. Animal Crossing: New Horizons. For each of the 40 years of video game history, there is a defining game, a game that captured the zeitgeist and left a legacy for all games that followed. Through a series of entertaining, informative, and opinionated critical essays, author and tech journalist Jordan Minor investigates, in chronological order, the innovative, genre-bending, and earth-shattering games from 1977 through 2022. Minor explores development stories, critical reception, and legacy, and also looks at how gaming intersects with and eventually influences society at large while reveling in how uniquely and delightfully bizarre even the most famous games tend to be. From portly plumbers to armor-clad space marines and the speedy rodents in between, Video Game of the Year paints individual portraits that, as a whole, give readers a stronger appreciation for the vibrant variety and long-lasting impact of this fresh, exciting, and massively popular art form. Illustrated throughout with retro-inspired imagery and featuring contributions from dozens of leading industry voices, including New York Times bestselling author Jason Schreier (Blood, Sweat, and Pixels; Kotaku), Max Scoville (IGN), Rebekah Valentine (IGN), Blessing Adeoye Jr. (Kinda Funny), and Devindra Hardawar (Engadget), this year-by-year anthology is a loving reflection on the world’s most popular art form. Featured Games: 1977 - Pong; 1978 - Space Invaders; 1979 - Speed Freak; 1980 - Pac-Man; 1981 - Donkey Kong; 1982 - Pitfall!; 1983 - Dragon’s Lair; 1984 - Tetris; 1985 - Super Mario Bros.; 1986 - Dragon Quest; 1987 - The Legend of Zelda; 1988 - Mega Man 2; 1989 - SimCity; 1990 - The Secret of Monkey Island; 1991 - Sonic the Hedgehog; 1992 - Wolfenstein 3D; 1993 - NBA Jam; 1994 - Super Street Fighter II Turbo; 1995 - Donkey Kong Country 2; 1996 - Super Mario 64; 1997 - Final Fantasy VII; 1998 - Metal Gear Solid; 1999 - System Shock 2; 2000 Counter-Strike; 2001 - Halo: Combat Evolved; 2002 - Grand Theft Auto: Vice City; 2003 - The Legend of Zelda: The Wind Waker; 2004 - World of Warcraft; 2005 - Resident Evil 4; 2006 - Wii Sports; 2007 - Rock Band; 2008 - Spore; 2009 - Uncharted 2; 2010 - Super Meat Boy; 2011 - Minecraft; 2012 - Telltale’s The Walking Dead; 2013 - Depression Quest; 2014 - Destiny; 2015 - The Witcher 3; 2016 - Pokémon Go; 2017 - Fortnite; 2018 - Super Smash Bros. Ultimate; 2019 - Sekiro: Shadows Die Twice; 2020 - Animal Crossing: New Horizons; 2022 - The Stanley Parable: Ultra Deluxe