Author: Worth Books
Publisher: Open Road Media
ISBN: 1504008715
Category : Games & Activities
Languages : en
Pages : 49
Book Description
So much to read, so little time? This brief overview of The Tetris Effect tells you what you need to know—before or after you read Dan Ackerman’s book. Crafted and edited with care, Worth Books set the standard for quality and give you the tools you need to be a well-informed reader. This short summary and analysis of The Tetris Effect includes: Historical context Chapter-by-chapter summaries Profiles of the main characters Detailed timeline of key events Important quotes Fascinating trivia Glossary of terms Supporting material to enhance your understanding of the original work About The Tetris Effect: The Game that Hypnotized the World by Dan Ackerman: In his book The Tetris Effect, Dan Ackerman provides an informative, intriguing account of the history of one of the world’s most popular video games. The surprising story begins in Soviet Russia, where computer researcher Alexey Pajitnov programmed the first version of Tetris using outdated software—before it spread westward and went viral. As the addictive game grew in popularity around the world, so did the fight for its ownership. Learn about the early days of Cold War–era computer programming, the people and companies who sought control of the intellectual property, and how playing Tetris physically impacts our brains. The summary and analysis in this ebook are intended to complement your reading experience and bring you closer to a great work of nonfiction.
Summary and Analysis of The Tetris Effect: The Game that Hypnotized the World
Author: Worth Books
Publisher: Open Road Media
ISBN: 1504008715
Category : Games & Activities
Languages : en
Pages : 49
Book Description
So much to read, so little time? This brief overview of The Tetris Effect tells you what you need to know—before or after you read Dan Ackerman’s book. Crafted and edited with care, Worth Books set the standard for quality and give you the tools you need to be a well-informed reader. This short summary and analysis of The Tetris Effect includes: Historical context Chapter-by-chapter summaries Profiles of the main characters Detailed timeline of key events Important quotes Fascinating trivia Glossary of terms Supporting material to enhance your understanding of the original work About The Tetris Effect: The Game that Hypnotized the World by Dan Ackerman: In his book The Tetris Effect, Dan Ackerman provides an informative, intriguing account of the history of one of the world’s most popular video games. The surprising story begins in Soviet Russia, where computer researcher Alexey Pajitnov programmed the first version of Tetris using outdated software—before it spread westward and went viral. As the addictive game grew in popularity around the world, so did the fight for its ownership. Learn about the early days of Cold War–era computer programming, the people and companies who sought control of the intellectual property, and how playing Tetris physically impacts our brains. The summary and analysis in this ebook are intended to complement your reading experience and bring you closer to a great work of nonfiction.
Publisher: Open Road Media
ISBN: 1504008715
Category : Games & Activities
Languages : en
Pages : 49
Book Description
So much to read, so little time? This brief overview of The Tetris Effect tells you what you need to know—before or after you read Dan Ackerman’s book. Crafted and edited with care, Worth Books set the standard for quality and give you the tools you need to be a well-informed reader. This short summary and analysis of The Tetris Effect includes: Historical context Chapter-by-chapter summaries Profiles of the main characters Detailed timeline of key events Important quotes Fascinating trivia Glossary of terms Supporting material to enhance your understanding of the original work About The Tetris Effect: The Game that Hypnotized the World by Dan Ackerman: In his book The Tetris Effect, Dan Ackerman provides an informative, intriguing account of the history of one of the world’s most popular video games. The surprising story begins in Soviet Russia, where computer researcher Alexey Pajitnov programmed the first version of Tetris using outdated software—before it spread westward and went viral. As the addictive game grew in popularity around the world, so did the fight for its ownership. Learn about the early days of Cold War–era computer programming, the people and companies who sought control of the intellectual property, and how playing Tetris physically impacts our brains. The summary and analysis in this ebook are intended to complement your reading experience and bring you closer to a great work of nonfiction.
Software Engineering Perspectives in Computer Game Development
Author: Kendra M. L. Cooper
Publisher: CRC Press
ISBN: 1351382349
Category : Computers
Languages : en
Pages : 308
Book Description
Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives
Publisher: CRC Press
ISBN: 1351382349
Category : Computers
Languages : en
Pages : 308
Book Description
Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives
Everything Bad is Good for You
Author: Steven Johnson
Publisher: Penguin
ISBN: 1101158018
Category : Social Science
Languages : en
Pages : 274
Book Description
From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.
Publisher: Penguin
ISBN: 1101158018
Category : Social Science
Languages : en
Pages : 274
Book Description
From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.
The Tetris Effect
Author: Dan Ackerman
Publisher: PublicAffairs
ISBN: 161039612X
Category : Games & Activities
Languages : en
Pages : 273
Book Description
The definitive story of a game so great, even the Cold War couldn't stop it Tetris is perhaps the most instantly recognizable, popular video game ever made. But how did an obscure Soviet programmer, working on frail, antiquated computers, create a product which has now earned nearly 1 billion in sales? How did a makeshift game turn into a worldwide sensation, which has been displayed at the Museum of Modern Art, inspired a big-budget sci-fi movie, and been played in outer space? A quiet but brilliant young man, Alexey Pajitnov had long nurtured a love for the obscure puzzle game pentominoes, and became obsessed with turning it into a computer game. Little did he know that the project that he labored on alone, hour after hour, would soon become the most addictive game ever made. In this fast-paced business story, reporter Dan Ackerman reveals how Tetris became one of the world's first viral hits, passed from player to player, eventually breaking through the Iron Curtain into the West. British, American, and Japanese moguls waged a bitter fight over the rights, sending their fixers racing around the globe to secure backroom deals, while a secretive Soviet organization named ELORG chased down the game's growing global profits. The Tetris Effect is an homage to both creator and creation, and a must-read for anyone who's ever played the game-which is to say everyone.
Publisher: PublicAffairs
ISBN: 161039612X
Category : Games & Activities
Languages : en
Pages : 273
Book Description
The definitive story of a game so great, even the Cold War couldn't stop it Tetris is perhaps the most instantly recognizable, popular video game ever made. But how did an obscure Soviet programmer, working on frail, antiquated computers, create a product which has now earned nearly 1 billion in sales? How did a makeshift game turn into a worldwide sensation, which has been displayed at the Museum of Modern Art, inspired a big-budget sci-fi movie, and been played in outer space? A quiet but brilliant young man, Alexey Pajitnov had long nurtured a love for the obscure puzzle game pentominoes, and became obsessed with turning it into a computer game. Little did he know that the project that he labored on alone, hour after hour, would soon become the most addictive game ever made. In this fast-paced business story, reporter Dan Ackerman reveals how Tetris became one of the world's first viral hits, passed from player to player, eventually breaking through the Iron Curtain into the West. British, American, and Japanese moguls waged a bitter fight over the rights, sending their fixers racing around the globe to secure backroom deals, while a secretive Soviet organization named ELORG chased down the game's growing global profits. The Tetris Effect is an homage to both creator and creation, and a must-read for anyone who's ever played the game-which is to say everyone.
Game Over
Author: David Sheff
Publisher: Vintage
ISBN: 0307800741
Category : Business & Economics
Languages : en
Pages : 558
Book Description
More American children recognize Super Mario, the hero of one of Nintendo’s video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion–a tale of innovation and cutthroat tactics.
Publisher: Vintage
ISBN: 0307800741
Category : Business & Economics
Languages : en
Pages : 558
Book Description
More American children recognize Super Mario, the hero of one of Nintendo’s video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion–a tale of innovation and cutthroat tactics.
The Beach
Author: Alex Garland
Publisher: Penguin
ISBN: 1101657502
Category : Fiction
Languages : en
Pages : 449
Book Description
The irresistible novel that was adapted into a major motion picture starring Leonardo DiCaprio. The Khao San Road, Bangkok -- first stop for the hordes of rootless young Westerners traveling in Southeast Asia. On Richard's first night there, in a low-budget guest house, a fellow traveler slashes his wrists, bequeathing to Richard a meticulously drawn map to "the Beach." The Beach, as Richard has come to learn, is the subject of a legend among young travelers in Asia: a lagoon hidden from the sea, with white sand and coral gardens, freshwater falls surrounded by jungle, plants untouched for a thousand years. There, it is rumored, a carefully selected international few have settled in a communal Eden. Haunted by the figure of Mr. Duck -- the name by which the Thai police have identified the dead man -- and his own obsession with Vietnam movies, Richard sets off with a young French couple to an island hidden away in an archipelago forbidden to tourists. They discover the Beach, and it is as beautiful and idyllic as it is reputed to be. Yet over time it becomes clear that Beach culture, as Richard calls it, has troubling, even deadly, undercurrents. Spellbinding and hallucinogenic, The Beach by Alex Garland -- both a national bestseller and his debut -- is a highly accomplished and suspenseful novel that fixates on a generation in their twenties, who, burdened with the legacy of the preceding generation and saturated by popular culture, long for an unruined landscape, but find it difficult to experience the world firsthand.
Publisher: Penguin
ISBN: 1101657502
Category : Fiction
Languages : en
Pages : 449
Book Description
The irresistible novel that was adapted into a major motion picture starring Leonardo DiCaprio. The Khao San Road, Bangkok -- first stop for the hordes of rootless young Westerners traveling in Southeast Asia. On Richard's first night there, in a low-budget guest house, a fellow traveler slashes his wrists, bequeathing to Richard a meticulously drawn map to "the Beach." The Beach, as Richard has come to learn, is the subject of a legend among young travelers in Asia: a lagoon hidden from the sea, with white sand and coral gardens, freshwater falls surrounded by jungle, plants untouched for a thousand years. There, it is rumored, a carefully selected international few have settled in a communal Eden. Haunted by the figure of Mr. Duck -- the name by which the Thai police have identified the dead man -- and his own obsession with Vietnam movies, Richard sets off with a young French couple to an island hidden away in an archipelago forbidden to tourists. They discover the Beach, and it is as beautiful and idyllic as it is reputed to be. Yet over time it becomes clear that Beach culture, as Richard calls it, has troubling, even deadly, undercurrents. Spellbinding and hallucinogenic, The Beach by Alex Garland -- both a national bestseller and his debut -- is a highly accomplished and suspenseful novel that fixates on a generation in their twenties, who, burdened with the legacy of the preceding generation and saturated by popular culture, long for an unruined landscape, but find it difficult to experience the world firsthand.
Mindhacker
Author: Ron Hale-Evans
Publisher: John Wiley & Sons
ISBN: 1118166434
Category : Computers
Languages : en
Pages : 279
Book Description
Compelling tips and tricks to improve your mental skills Don't you wish you were just a little smarter? Ron and Marty Hale-Evans can help with a vast array of witty, practical techniques that tune your brain to peak performance. Founded in current research, Mindhacker features 60 tips, tricks, and games to develop your mental potential. This accessible compilation helps improve memory, accelerate learning, manage time, spark creativity, hone math and logic skills, communicate better, think more clearly, and keep your mind strong and flexible.
Publisher: John Wiley & Sons
ISBN: 1118166434
Category : Computers
Languages : en
Pages : 279
Book Description
Compelling tips and tricks to improve your mental skills Don't you wish you were just a little smarter? Ron and Marty Hale-Evans can help with a vast array of witty, practical techniques that tune your brain to peak performance. Founded in current research, Mindhacker features 60 tips, tricks, and games to develop your mental potential. This accessible compilation helps improve memory, accelerate learning, manage time, spark creativity, hone math and logic skills, communicate better, think more clearly, and keep your mind strong and flexible.
Kingdom Hearts HD 1.5 ReMix - Strategy Guide
Author: GamerGuides.com
Publisher: Gamer Guides
ISBN: 1631020137
Category : Games & Activities
Languages : en
Pages : 181
Book Description
Follow the adventures of a young boy, Sora, who joins the fight against the Heartless, unknown creatures of Darkness, who invade his homeland and separate him from his friends. He is given the Keyblade, a legendary weapon giving the wielder power to fight off the Heartless. Along the way, he is joined by a cast of well-loved characters and some very well-known places. Final Fantasy and Disney collide in a surprisingly powerful and memorable story. Our guide charts the entire games of Kingdom Hearts and Chain of Memories and includes: - A complete walkthrough covering both games from start to finish - All items, stickers and other collectibles found - Full coverage of the Coliseum and how to defeat the hardest bosses - Mini games and much, much more.
Publisher: Gamer Guides
ISBN: 1631020137
Category : Games & Activities
Languages : en
Pages : 181
Book Description
Follow the adventures of a young boy, Sora, who joins the fight against the Heartless, unknown creatures of Darkness, who invade his homeland and separate him from his friends. He is given the Keyblade, a legendary weapon giving the wielder power to fight off the Heartless. Along the way, he is joined by a cast of well-loved characters and some very well-known places. Final Fantasy and Disney collide in a surprisingly powerful and memorable story. Our guide charts the entire games of Kingdom Hearts and Chain of Memories and includes: - A complete walkthrough covering both games from start to finish - All items, stickers and other collectibles found - Full coverage of the Coliseum and how to defeat the hardest bosses - Mini games and much, much more.
The Oxford Handbook of Cyberpsychology
Author: Alison Attrill-Smith
Publisher:
ISBN: 0198812744
Category : Business & Economics
Languages : en
Pages : 779
Book Description
The internet is so central to everyday life, that it is impossible to contemplate life without it. From finding romance, to conducting business, receiving health advice, shopping, banking, and gaming, the internet opens up a world of possibilities to people across the globe. Yet for all its positive attributes, it is also an environment where we witness the very worst of human behaviour - cybercrime, election interference, fake news, and trolling being just a few examples. What is it about this unique environment that can make people behave in ways they wouldn't contemplate in real life. Understanding the psychological processes underlying and influencing the thinking, interpretation and behaviour associated with this online interconnectivity is the core premise of Cyberpsychology. The Oxford Handbook of Cyberpsychology explores a wide range of cyberpsychological processes and activities through the research and writings of some of the world's leading cyberpsychology experts. The book is divided into eight sections covering topics as varied as online research methods, self-presentation and impression management, technology across the lifespan, interaction and interactivity, online groups and communities, social media, health and technology, video gaming and cybercrime and cybersecurity. The Oxford Handbook of Cyberpsychology will be important reading for those who have only recently discovered the discipline as well as more seasoned cyberpsychology researchers and teachers.
Publisher:
ISBN: 0198812744
Category : Business & Economics
Languages : en
Pages : 779
Book Description
The internet is so central to everyday life, that it is impossible to contemplate life without it. From finding romance, to conducting business, receiving health advice, shopping, banking, and gaming, the internet opens up a world of possibilities to people across the globe. Yet for all its positive attributes, it is also an environment where we witness the very worst of human behaviour - cybercrime, election interference, fake news, and trolling being just a few examples. What is it about this unique environment that can make people behave in ways they wouldn't contemplate in real life. Understanding the psychological processes underlying and influencing the thinking, interpretation and behaviour associated with this online interconnectivity is the core premise of Cyberpsychology. The Oxford Handbook of Cyberpsychology explores a wide range of cyberpsychological processes and activities through the research and writings of some of the world's leading cyberpsychology experts. The book is divided into eight sections covering topics as varied as online research methods, self-presentation and impression management, technology across the lifespan, interaction and interactivity, online groups and communities, social media, health and technology, video gaming and cybercrime and cybersecurity. The Oxford Handbook of Cyberpsychology will be important reading for those who have only recently discovered the discipline as well as more seasoned cyberpsychology researchers and teachers.
Making up the Mind
Author: Chris Frith
Publisher: John Wiley & Sons
ISBN: 1118697480
Category : Psychology
Languages : en
Pages : 257
Book Description
Written by one of the world’s leading neuroscientists, Making Up the Mind is the first accessible account of experimental studies showing how the brain creates our mental world. Uses evidence from brain imaging, psychological experiments and studies of patients to explore the relationship between the mind and the brain Demonstrates that our knowledge of both the mental and physical comes to us through models created by our brain Shows how the brain makes communication of ideas from one mind to another possible
Publisher: John Wiley & Sons
ISBN: 1118697480
Category : Psychology
Languages : en
Pages : 257
Book Description
Written by one of the world’s leading neuroscientists, Making Up the Mind is the first accessible account of experimental studies showing how the brain creates our mental world. Uses evidence from brain imaging, psychological experiments and studies of patients to explore the relationship between the mind and the brain Demonstrates that our knowledge of both the mental and physical comes to us through models created by our brain Shows how the brain makes communication of ideas from one mind to another possible