Author: Federico Alvarez Igarzábal
Publisher: transcript Verlag
ISBN: 3839447135
Category : Social Science
Languages : en
Pages : 233
Book Description
Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.
Time and Space in Video Games
Author: Federico Alvarez Igarzábal
Publisher: transcript Verlag
ISBN: 3839447135
Category : Social Science
Languages : en
Pages : 233
Book Description
Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.
Publisher: transcript Verlag
ISBN: 3839447135
Category : Social Science
Languages : en
Pages : 233
Book Description
Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.
Space Time Play
Author: Friedrich von Borries
Publisher: Springer Science & Business Media
ISBN: 376438414X
Category : Architecture
Languages : en
Pages : 496
Book Description
Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?
Publisher: Springer Science & Business Media
ISBN: 376438414X
Category : Architecture
Languages : en
Pages : 496
Book Description
Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?
Mind Games
Author: Robert E. L. Masters
Publisher: Quest Books
ISBN: 9780835607537
Category : Self-Help
Languages : en
Pages : 244
Book Description
A series of mental exercises designed for group participation focuses on the roles of reasoning and imagination in achieving sensory perception
Publisher: Quest Books
ISBN: 9780835607537
Category : Self-Help
Languages : en
Pages : 244
Book Description
A series of mental exercises designed for group participation focuses on the roles of reasoning and imagination in achieving sensory perception
Encyclopedia of Video Games [2 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Social Science
Languages : en
Pages : 991
Book Description
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Social Science
Languages : en
Pages : 991
Book Description
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.
Exploring Inner Space
Author: Christopher B. Hills
Publisher:
ISBN:
Category : California
Languages : en
Pages : 492
Book Description
Publisher:
ISBN:
Category : California
Languages : en
Pages : 492
Book Description
Expressive Space
Author: Gregory Whistance-Smith
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110723840
Category : History
Languages : en
Pages : 272
Book Description
Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110723840
Category : History
Languages : en
Pages : 272
Book Description
Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.
Computer Spacegames
Author: Daniel Isaaman
Publisher: Edc Pub
ISBN: 9780860206835
Category : Juvenile Nonfiction
Languages : en
Pages : 0
Book Description
Offers computer programs for a dozen games, explains how each program works, and suggests ways to modify the games.
Publisher: Edc Pub
ISBN: 9780860206835
Category : Juvenile Nonfiction
Languages : en
Pages : 0
Book Description
Offers computer programs for a dozen games, explains how each program works, and suggests ways to modify the games.
Those Dark Places
Author: Jonathan Hicks
Publisher: Lulu.com
ISBN: 1847536697
Category : Fiction
Languages : en
Pages : 190
Book Description
Jonathan Hicks, published twice in the British Science Fiction Association's writer's magazine 'FOCUS' and the mission designer/dialogue writer of the mobile telephone game of acclaimed television show 'Battlestar Galactica', presents twelve short stories about the little people in the big universe. "I grew up with the grandiose science fiction tales, in books and on film, with great galaxy-spanning adventures or life-changing technologies," said Jonathan Hicks. "In this book I concentrate on the 'little guy', the people who work behind the scenes and those who get a less than stellar deal out of the supposed adventure travelling the galaxy and exploring new technologies offers." Click on the 'preview this book' under the cover picture above to find out more about these stories. Contains strong language and some violence
Publisher: Lulu.com
ISBN: 1847536697
Category : Fiction
Languages : en
Pages : 190
Book Description
Jonathan Hicks, published twice in the British Science Fiction Association's writer's magazine 'FOCUS' and the mission designer/dialogue writer of the mobile telephone game of acclaimed television show 'Battlestar Galactica', presents twelve short stories about the little people in the big universe. "I grew up with the grandiose science fiction tales, in books and on film, with great galaxy-spanning adventures or life-changing technologies," said Jonathan Hicks. "In this book I concentrate on the 'little guy', the people who work behind the scenes and those who get a less than stellar deal out of the supposed adventure travelling the galaxy and exploring new technologies offers." Click on the 'preview this book' under the cover picture above to find out more about these stories. Contains strong language and some violence
On Video Games
Author: Soraya Murray
Publisher: Bloomsbury Publishing
ISBN: 1786732505
Category : Games & Activities
Languages : en
Pages : 334
Book Description
Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts.As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture. Demonstrating that games are at the frontline of power relations, she reimagines how we see them - and more importantly how we understand them.
Publisher: Bloomsbury Publishing
ISBN: 1786732505
Category : Games & Activities
Languages : en
Pages : 334
Book Description
Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts.As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture. Demonstrating that games are at the frontline of power relations, she reimagines how we see them - and more importantly how we understand them.
Blazewrath Games
Author: Amparo Ortiz
Publisher: Page Street YA
ISBN: 1645670716
Category : Young Adult Fiction
Languages : en
Pages : 391
Book Description
Dragons and their riders compete in an international sports tournament in this alternate contemporary world fantasy Lana Torres has always preferred dragons to people. In a few weeks, sixteen countries will compete in the Blazewrath World Cup, a tournament where dragons and their riders fight for glory in a dangerous relay. Lana longs to represent her native Puerto Rico in their first ever World Cup appearance, and when Puerto Rico’s Runner—the only player without a dragon steed—is kicked off the team, she’s given the chance. But when she discovers that a former Blazewrath superstar has teamed up with the Sire—a legendary dragon who’s cursed into human form—the safety of the Cup is jeopardized. The pair are burning down dragon sanctuaries around the world and refuse to stop unless the Cup gets cancelled. All Lana wanted was to represent her country. Now, to do that, she’ll have to navigate an international conspiracy that’s deadlier than her beloved sport.
Publisher: Page Street YA
ISBN: 1645670716
Category : Young Adult Fiction
Languages : en
Pages : 391
Book Description
Dragons and their riders compete in an international sports tournament in this alternate contemporary world fantasy Lana Torres has always preferred dragons to people. In a few weeks, sixteen countries will compete in the Blazewrath World Cup, a tournament where dragons and their riders fight for glory in a dangerous relay. Lana longs to represent her native Puerto Rico in their first ever World Cup appearance, and when Puerto Rico’s Runner—the only player without a dragon steed—is kicked off the team, she’s given the chance. But when she discovers that a former Blazewrath superstar has teamed up with the Sire—a legendary dragon who’s cursed into human form—the safety of the Cup is jeopardized. The pair are burning down dragon sanctuaries around the world and refuse to stop unless the Cup gets cancelled. All Lana wanted was to represent her country. Now, to do that, she’ll have to navigate an international conspiracy that’s deadlier than her beloved sport.