Author: Douglas Brown
Publisher: McFarland
ISBN: 147667079X
Category : Games & Activities
Languages : en
Pages : 228
Book Description
Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play.
Time Travel in Popular Media
Author: Matthew Jones
Publisher: McFarland
ISBN: 1476620083
Category : Social Science
Languages : en
Pages : 337
Book Description
In recent years numerous films, television series, comic books, graphic novels and video games have featured time travel narratives, with characters jumping backward, forward and laterally through time. No rules govern time travel in these stories. Some characters move by machine, some by magic, others by unexplained means. Sometime travelers can alter the timeline, while others are prevented from causing temporal aberrations. The fluid forms of imagined time travel have fascinated audiences and prompted debate since at least the 19th century. What is behind our fascination with time travel? What does it mean to be out of one's own era? How do different media tell these stories and what does this reveal about the media's relationship to time? This collection of new essays--the first to address time travel across a range of media--answers these questions by locating time travel narratives within their cultural, historical and philosophical contexts. Texts discussed include Doctor Who, The Terminator, The Georgian House, Save the Date, Back to the Future, Inception, Source Code and others.
Publisher: McFarland
ISBN: 1476620083
Category : Social Science
Languages : en
Pages : 337
Book Description
In recent years numerous films, television series, comic books, graphic novels and video games have featured time travel narratives, with characters jumping backward, forward and laterally through time. No rules govern time travel in these stories. Some characters move by machine, some by magic, others by unexplained means. Sometime travelers can alter the timeline, while others are prevented from causing temporal aberrations. The fluid forms of imagined time travel have fascinated audiences and prompted debate since at least the 19th century. What is behind our fascination with time travel? What does it mean to be out of one's own era? How do different media tell these stories and what does this reveal about the media's relationship to time? This collection of new essays--the first to address time travel across a range of media--answers these questions by locating time travel narratives within their cultural, historical and philosophical contexts. Texts discussed include Doctor Who, The Terminator, The Georgian House, Save the Date, Back to the Future, Inception, Source Code and others.
The Art of Journey
Author: Matthew Nava
Publisher:
ISBN: 9780985902216
Category : Artists' preparatory studies
Languages : en
Pages : 184
Book Description
Concept drawings created for the computer game Journey.
Publisher:
ISBN: 9780985902216
Category : Artists' preparatory studies
Languages : en
Pages : 184
Book Description
Concept drawings created for the computer game Journey.
Rage
Author: Matthew Costello
Publisher: Del Rey
ISBN: 0345529359
Category : Fiction
Languages : en
Pages : 385
Book Description
An action-packed adventure based on the award-winning videogame from id Software, the creators of DOOM® and QUAKE®, Rage follows one man’s fight to save the future of humanity in a ravaged, post-apocalyptic world. The asteroid Apophis has annihilated Earth, and only a small percentage of humanity’s best and brightest have been saved. Buried deep below the ground in life-sustaining Arks, these chosen few are tasked with one vital mission—to restore civilization to a devastated planet hundreds of years after the impact. When Lieutenant Nick Raine emerges from his Ark, he finds a future indistinguishable from nightmare. Humankind has not been entirely destroyed on the surface world, and a primitive new society has emerged in which life is nasty, brutish, and short. Mutants and bandits prey upon the weak, and a mysterious military group known as the Authority preys upon everyone. Worst of all, a would-be tyrant seeks to impose his will upon the shattered planet. Armed with nothing more than his combat training and survival instincts, Raine must rise to meet the challenges of the wasteland. From the Trade Paperback edition.
Publisher: Del Rey
ISBN: 0345529359
Category : Fiction
Languages : en
Pages : 385
Book Description
An action-packed adventure based on the award-winning videogame from id Software, the creators of DOOM® and QUAKE®, Rage follows one man’s fight to save the future of humanity in a ravaged, post-apocalyptic world. The asteroid Apophis has annihilated Earth, and only a small percentage of humanity’s best and brightest have been saved. Buried deep below the ground in life-sustaining Arks, these chosen few are tasked with one vital mission—to restore civilization to a devastated planet hundreds of years after the impact. When Lieutenant Nick Raine emerges from his Ark, he finds a future indistinguishable from nightmare. Humankind has not been entirely destroyed on the surface world, and a primitive new society has emerged in which life is nasty, brutish, and short. Mutants and bandits prey upon the weak, and a mysterious military group known as the Authority preys upon everyone. Worst of all, a would-be tyrant seeks to impose his will upon the shattered planet. Armed with nothing more than his combat training and survival instincts, Raine must rise to meet the challenges of the wasteland. From the Trade Paperback edition.
Strongholds & Followers
Author: Matthew Colville
Publisher:
ISBN: 9780578409627
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 268
Book Description
"Stronghold & Followers explains both the practicality of owning a keep (how much it costs to build, the costs to maintain it, what sort of impact it would have on local politics) and gives a variety of benefits for those players who choose to build or take over one." -- Comicbook.com website: https://comicbook.com/gaming/2018/12/14/stronghold-and-followers-dungeons-and-dragons/ (viewed July 16, 2019)
Publisher:
ISBN: 9780578409627
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 268
Book Description
"Stronghold & Followers explains both the practicality of owning a keep (how much it costs to build, the costs to maintain it, what sort of impact it would have on local politics) and gives a variety of benefits for those players who choose to build or take over one." -- Comicbook.com website: https://comicbook.com/gaming/2018/12/14/stronghold-and-followers-dungeons-and-dragons/ (viewed July 16, 2019)
Freya
Author: Matthew Laurence
Publisher: Macmillan + ORM
ISBN: 1250088186
Category : Young Adult Fiction
Languages : en
Pages : 303
Book Description
"Move over, Percy Jackson, there’s a new girl in town." —Booklist Freya is the myth. Freya is the legend. And she’s about to make one hell of a comeback. There's far more to Sara Vanadi than meets the eye. In her prime, she was Freya, the Norse goddess of love, beauty, war, and death - though that past hardly seems to matter now. For an ancient goddess in the 21st century, true believers - and the strength they bring - are painfully hard to find. But when a new, rising power threatens to remake the world by bending the divine to its will, Sara realizes her days of hiding have ended, and a chance to claw her way out of the history books has arrived. She'll just need new clothes and a manicure before she gets started. Blending elements of fantasy and scifi in a modern-world setting, the first novel in this new young adult series by Matthew Laurence is perfect for fans of Buffy the Vampire Slayer. An Imprint Book
Publisher: Macmillan + ORM
ISBN: 1250088186
Category : Young Adult Fiction
Languages : en
Pages : 303
Book Description
"Move over, Percy Jackson, there’s a new girl in town." —Booklist Freya is the myth. Freya is the legend. And she’s about to make one hell of a comeback. There's far more to Sara Vanadi than meets the eye. In her prime, she was Freya, the Norse goddess of love, beauty, war, and death - though that past hardly seems to matter now. For an ancient goddess in the 21st century, true believers - and the strength they bring - are painfully hard to find. But when a new, rising power threatens to remake the world by bending the divine to its will, Sara realizes her days of hiding have ended, and a chance to claw her way out of the history books has arrived. She'll just need new clothes and a manicure before she gets started. Blending elements of fantasy and scifi in a modern-world setting, the first novel in this new young adult series by Matthew Laurence is perfect for fans of Buffy the Vampire Slayer. An Imprint Book
Rerolling Boardgames
Author: Douglas Brown
Publisher: McFarland
ISBN: 147667079X
Category : Games & Activities
Languages : en
Pages : 228
Book Description
Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play.
Publisher: McFarland
ISBN: 147667079X
Category : Games & Activities
Languages : en
Pages : 228
Book Description
Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play.
Socialnomics
Author: Erik Qualman
Publisher: John Wiley & Sons
ISBN: 1118282787
Category : Business & Economics
Languages : en
Pages : 339
Book Description
The benchmark book on to the effects and implications of social media on our daily lives, and how businesses can harness its power Socialnomics is an essential book for anyone who wants to understand the implications of social media on our daily lives and how businesses can tap the power of social media to increase their sales, cut their marketing costs, and reach consumers directly. In this revised and updated second edition, author Erik Qualman presents new material based on meeting with 75 Fortune 1000 companies, 50 colleges and universities, and over 100 small businesses & non-profits since the first edition. Qualman's materials have been used from IBM to NASA to Harvard to local businesses. Lists the top ten easy opportunities that companies and organization miss when it comes to social media Describes where social media should reside in an organization and the necessary building blocks for success Explains why over 50 percent of companies still block social media to their employees and why this is a detriment to success Shares proper training methods for your ENTIRE organization on social media; not just the chosen few Reviews the top companies, organizations and individuals using social media, explaining what separates them from other companies and how to replicate their success Social media can transform your business and your relationship with consumers. Discover what social media can do for you, and what you can do for others while using social media.
Publisher: John Wiley & Sons
ISBN: 1118282787
Category : Business & Economics
Languages : en
Pages : 339
Book Description
The benchmark book on to the effects and implications of social media on our daily lives, and how businesses can harness its power Socialnomics is an essential book for anyone who wants to understand the implications of social media on our daily lives and how businesses can tap the power of social media to increase their sales, cut their marketing costs, and reach consumers directly. In this revised and updated second edition, author Erik Qualman presents new material based on meeting with 75 Fortune 1000 companies, 50 colleges and universities, and over 100 small businesses & non-profits since the first edition. Qualman's materials have been used from IBM to NASA to Harvard to local businesses. Lists the top ten easy opportunities that companies and organization miss when it comes to social media Describes where social media should reside in an organization and the necessary building blocks for success Explains why over 50 percent of companies still block social media to their employees and why this is a detriment to success Shares proper training methods for your ENTIRE organization on social media; not just the chosen few Reviews the top companies, organizations and individuals using social media, explaining what separates them from other companies and how to replicate their success Social media can transform your business and your relationship with consumers. Discover what social media can do for you, and what you can do for others while using social media.
Kingdoms & Warfare
Author: Matthew Colville
Publisher: MCDM
ISBN: 9781737512448
Category :
Languages : en
Pages : 320
Book Description
Kingdoms and Warfare, the sequel to Strongholds & Followers, is a 5th edition supplement that introduces Domain-level play to your game, allowing players to become Regents running a Kingdom, Duchy, or Barony! Or a Church! A Thieves' Guild! A Bard's College! Whichever you choose, it's your Domain. Your domain can take actions, raise armies, conduct espionage, and wage war! Kingdoms and Warfare also adds mechanics for player Titles for several different organizations. Titles give your characters new, limited abilities and proficiencies that let them shore up the deficiencies of a limited-class party. Expanded rules for Warfare allowing faster, more balanced battles, more and different kinds of units. New Maneuvers allow characters to directly command their units, executing daring ploys that can change the course of war! New rules for the Tide of Battle create a connection between the Encounter your characters are fighting and the Battle your units are waging. New rules for using PCs and monsters as units, as well as more advice for building an army and waging war. The rules for Warfare in Strongholds & Followers are only the beginning of a more robust system.Any book of new rules as big as this requires an adventure to show you how to use it. The Regent of Bedegar acts as a sequel to the Siege of Castle Rend and introduces players to Domain Level play. The heroes manage their new domain, putting out fires in Gravesford and other local towns while encountering various organizations in Aendrim, some friendly, some not so much.
Publisher: MCDM
ISBN: 9781737512448
Category :
Languages : en
Pages : 320
Book Description
Kingdoms and Warfare, the sequel to Strongholds & Followers, is a 5th edition supplement that introduces Domain-level play to your game, allowing players to become Regents running a Kingdom, Duchy, or Barony! Or a Church! A Thieves' Guild! A Bard's College! Whichever you choose, it's your Domain. Your domain can take actions, raise armies, conduct espionage, and wage war! Kingdoms and Warfare also adds mechanics for player Titles for several different organizations. Titles give your characters new, limited abilities and proficiencies that let them shore up the deficiencies of a limited-class party. Expanded rules for Warfare allowing faster, more balanced battles, more and different kinds of units. New Maneuvers allow characters to directly command their units, executing daring ploys that can change the course of war! New rules for the Tide of Battle create a connection between the Encounter your characters are fighting and the Battle your units are waging. New rules for using PCs and monsters as units, as well as more advice for building an army and waging war. The rules for Warfare in Strongholds & Followers are only the beginning of a more robust system.Any book of new rules as big as this requires an adventure to show you how to use it. The Regent of Bedegar acts as a sequel to the Siege of Castle Rend and introduces players to Domain Level play. The heroes manage their new domain, putting out fires in Gravesford and other local towns while encountering various organizations in Aendrim, some friendly, some not so much.
Traveling through Video Games
Author: Tom van Nuenen
Publisher: Taylor & Francis
ISBN: 1003827179
Category : Social Science
Languages : en
Pages : 98
Book Description
This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification. Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptive—but through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it. This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities.
Publisher: Taylor & Francis
ISBN: 1003827179
Category : Social Science
Languages : en
Pages : 98
Book Description
This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification. Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptive—but through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it. This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities.
Megazoic
Author: Matthew Donald
Publisher:
ISBN: 9780692060957
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9780692060957
Category :
Languages : en
Pages :
Book Description