Author: Laura Hamilton Waxman
Publisher: Lerner Digital ™
ISBN: 1728442540
Category : Juvenile Nonfiction
Languages : en
Pages : 28
Book Description
An inside look at the biggest events and superstars of the popular gaming industry
Superstars of Gaming
Author: Laura Hamilton Waxman
Publisher: Lerner Digital ™
ISBN: 1728442540
Category : Juvenile Nonfiction
Languages : en
Pages : 28
Book Description
An inside look at the biggest events and superstars of the popular gaming industry
Publisher: Lerner Digital ™
ISBN: 1728442540
Category : Juvenile Nonfiction
Languages : en
Pages : 28
Book Description
An inside look at the biggest events and superstars of the popular gaming industry
Superstars of Gaming
Author: Laura Hamilton Waxman
Publisher: Millbrook Press
ISBN: 172841041X
Category : Juvenile Nonfiction
Languages : en
Pages : 27
Book Description
The biggest stars of gaming draw in millions of dollars and fans. Some have become online celebrities! Meet the greatest streamers, creators, and players in this high/low look at the superstars of the gaming world.
Publisher: Millbrook Press
ISBN: 172841041X
Category : Juvenile Nonfiction
Languages : en
Pages : 27
Book Description
The biggest stars of gaming draw in millions of dollars and fans. Some have become online celebrities! Meet the greatest streamers, creators, and players in this high/low look at the superstars of the gaming world.
Walter Day's Gaming Superstars Volume One
Author: Jeffrey Wittenhagen
Publisher:
ISBN: 9781733292818
Category :
Languages : en
Pages :
Book Description
Walter Day's Gaming Superstars Volume One is a 100+ page book that covers the entire first year of trading cards released in the series. The cards are accompanied by beautiful imagery and stories told by people within the gaming community who were featured on the cards, as well as stories from Walter Day himself.
Publisher:
ISBN: 9781733292818
Category :
Languages : en
Pages :
Book Description
Walter Day's Gaming Superstars Volume One is a 100+ page book that covers the entire first year of trading cards released in the series. The cards are accompanied by beautiful imagery and stories told by people within the gaming community who were featured on the cards, as well as stories from Walter Day himself.
Satan's Playground
Author: Paul J Vanderwood
Publisher: Duke University Press
ISBN: 082239166X
Category : History
Languages : en
Pages : 410
Book Description
Satan’s Playground chronicles the rise and fall of the tumultuous and lucrative gambling industry that developed just south of the U.S.-Mexico border in the early twentieth century. As prohibitions against liquor, horse racing, gambling, and prostitution swept the United States, the vice industry flourished in and around Tijuana, to the extent that reformers came to call the town “Satan’s Playground,” unintentionally increasing its licentious allure. The area was dominated by Agua Caliente, a large, elegant gaming resort opened by four entrepreneurial Border Barons (three Americans and one Mexican) in 1928. Diplomats, royalty, film stars, sports celebrities, politicians, patricians, and nouveau-riche capitalists flocked to Agua Caliente’s luxurious complex of casinos, hotels, cabarets, and sports extravaganzas, and to its world-renowned thoroughbred racetrack. Clark Gable, Jean Harlow, Louis B. Mayer, the Marx Brothers, Bing Crosby, Charlie Chaplin, Gloria Swanson, and the boxer Jack Dempsey were among the regular visitors. So were mobsters such as Bugsy Siegel, who later cited Agua Caliente as his inspiration for building the first such resort on what became the Las Vegas Strip. Less than a year after Agua Caliente opened, gangsters held up its money-car in transit to a bank in San Diego, killing the courier and a guard and stealing the company money pouch. Paul J. Vanderwood weaves the story of this heist gone wrong, the search for the killers, and their sensational trial into the overall history of the often-chaotic development of Agua Caliente, Tijuana, and Southern California. Drawing on newspaper accounts, police files, court records, personal memoirs, oral histories, and “true detective” magazines, he presents a fascinating portrait of vice and society in the Jazz Age, and he makes a significant contribution to the history of the U.S.-Mexico border.
Publisher: Duke University Press
ISBN: 082239166X
Category : History
Languages : en
Pages : 410
Book Description
Satan’s Playground chronicles the rise and fall of the tumultuous and lucrative gambling industry that developed just south of the U.S.-Mexico border in the early twentieth century. As prohibitions against liquor, horse racing, gambling, and prostitution swept the United States, the vice industry flourished in and around Tijuana, to the extent that reformers came to call the town “Satan’s Playground,” unintentionally increasing its licentious allure. The area was dominated by Agua Caliente, a large, elegant gaming resort opened by four entrepreneurial Border Barons (three Americans and one Mexican) in 1928. Diplomats, royalty, film stars, sports celebrities, politicians, patricians, and nouveau-riche capitalists flocked to Agua Caliente’s luxurious complex of casinos, hotels, cabarets, and sports extravaganzas, and to its world-renowned thoroughbred racetrack. Clark Gable, Jean Harlow, Louis B. Mayer, the Marx Brothers, Bing Crosby, Charlie Chaplin, Gloria Swanson, and the boxer Jack Dempsey were among the regular visitors. So were mobsters such as Bugsy Siegel, who later cited Agua Caliente as his inspiration for building the first such resort on what became the Las Vegas Strip. Less than a year after Agua Caliente opened, gangsters held up its money-car in transit to a bank in San Diego, killing the courier and a guard and stealing the company money pouch. Paul J. Vanderwood weaves the story of this heist gone wrong, the search for the killers, and their sensational trial into the overall history of the often-chaotic development of Agua Caliente, Tijuana, and Southern California. Drawing on newspaper accounts, police files, court records, personal memoirs, oral histories, and “true detective” magazines, he presents a fascinating portrait of vice and society in the Jazz Age, and he makes a significant contribution to the history of the U.S.-Mexico border.
Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies
Author: Pope, Nigel
Publisher: IGI Global
ISBN: 1605664073
Category : Computers
Languages : en
Pages : 413
Book Description
Provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training.
Publisher: IGI Global
ISBN: 1605664073
Category : Computers
Languages : en
Pages : 413
Book Description
Provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training.
Women in Gaming
Author: Laura Hamilton Waxman
Publisher: Millbrook Press
ISBN: 1728410517
Category : Juvenile Nonfiction
Languages : en
Pages : 27
Book Description
Gaming used to be dominated by men, but some of the world's most popular streamers and esports players are women. Meet some of the women at the forefront of gaming and learn how they achieved success in this exciting high/low title.
Publisher: Millbrook Press
ISBN: 1728410517
Category : Juvenile Nonfiction
Languages : en
Pages : 27
Book Description
Gaming used to be dominated by men, but some of the world's most popular streamers and esports players are women. Meet some of the women at the forefront of gaming and learn how they achieved success in this exciting high/low title.
Vintage Games
Author: Bill Loguidice
Publisher: Taylor & Francis
ISBN: 1136137572
Category : Computers
Languages : en
Pages : 603
Book Description
Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.
Publisher: Taylor & Francis
ISBN: 1136137572
Category : Computers
Languages : en
Pages : 603
Book Description
Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.
Ultimate Gamer: Career Mode
Author: Craig Steele
Publisher: Kingfisher
ISBN: 0753477920
Category : Juvenile Nonfiction
Languages : en
Pages : 99
Book Description
SHORTLISTED FOR THE UKLA BOOK AWARDS 2022 (INFORMATION BOOKS CATEGORY) Take your gaming skills beyond the screen in Ultimate Gamer: Career Mode—the ultimate handbook to becoming a top game developer, Twitch streamer, or the next eSports pro! Written by Craig Steele—who has led gaming workshops at Resonate and Insomnia—and illustrated in graphic-novel style by Berat Pekmezci, this book will give you the low-down on the coolest jobs in the gaming industry. Learn how to storyboard, code and test games, just like your favourite devs, or boost your Twitch subs by learning how to go pro. Think you have the skills to compete in eSports tournaments, or do you need some tips on getting good? This book will give you the know-how on making it big in all areas of the gaming industry! "The judges unanimously thought that Ultimate Gamer was hugely popular with their students. It was probably the most picked-up book on the list. My 10-year-old, who is not a reader, grabbed this book off me and read it from cover to cover." —Judge of the UKLA Book Awards 2022 (Information Books category)
Publisher: Kingfisher
ISBN: 0753477920
Category : Juvenile Nonfiction
Languages : en
Pages : 99
Book Description
SHORTLISTED FOR THE UKLA BOOK AWARDS 2022 (INFORMATION BOOKS CATEGORY) Take your gaming skills beyond the screen in Ultimate Gamer: Career Mode—the ultimate handbook to becoming a top game developer, Twitch streamer, or the next eSports pro! Written by Craig Steele—who has led gaming workshops at Resonate and Insomnia—and illustrated in graphic-novel style by Berat Pekmezci, this book will give you the low-down on the coolest jobs in the gaming industry. Learn how to storyboard, code and test games, just like your favourite devs, or boost your Twitch subs by learning how to go pro. Think you have the skills to compete in eSports tournaments, or do you need some tips on getting good? This book will give you the know-how on making it big in all areas of the gaming industry! "The judges unanimously thought that Ultimate Gamer was hugely popular with their students. It was probably the most picked-up book on the list. My 10-year-old, who is not a reader, grabbed this book off me and read it from cover to cover." —Judge of the UKLA Book Awards 2022 (Information Books category)
A History of Competitive Gaming
Author: Lu Zhouxiang
Publisher: Routledge
ISBN: 100058853X
Category : History
Languages : en
Pages : 320
Book Description
Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.
Publisher: Routledge
ISBN: 100058853X
Category : History
Languages : en
Pages : 320
Book Description
Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.
The Gaming Mind
Author: Alexander Kriss
Publisher: The Experiment
ISBN: 1615196811
Category : Psychology
Languages : en
Pages : 272
Book Description
Are videogames bad for us? It’s the question on everyone’s mind, given teenagers’ captive attention to videogames and the media’s tendency to scapegoat them. It’s also—if you ask clinical psychologist Alexander Kriss—the wrong question. In his therapy office, Kriss looks at videogames as a window into the mind. Is his patient Liz really “addicted” to Candy Crush—or is she evading a deeper problem? Why would aspiring model Patricia craft a hideous avatar named “Pat”? And when Jack immerses himself in Mass Effect, is he eroding his social skills—or honing them via relationship-building gameplay? Weaving together Kriss’s personal history, patients’ experiences, and professional insight—and without shying away from complex subjects, such as online harassment—The Gaming Mind disrupts our assumptions about “gamers” and explores how gaming can be good for us. It offers guidance for parents, clinicians, and the rest of us to better understand the gaming mind. Like any mode of play, at their best, videogames reveal who we are—and what we want from our lives.
Publisher: The Experiment
ISBN: 1615196811
Category : Psychology
Languages : en
Pages : 272
Book Description
Are videogames bad for us? It’s the question on everyone’s mind, given teenagers’ captive attention to videogames and the media’s tendency to scapegoat them. It’s also—if you ask clinical psychologist Alexander Kriss—the wrong question. In his therapy office, Kriss looks at videogames as a window into the mind. Is his patient Liz really “addicted” to Candy Crush—or is she evading a deeper problem? Why would aspiring model Patricia craft a hideous avatar named “Pat”? And when Jack immerses himself in Mass Effect, is he eroding his social skills—or honing them via relationship-building gameplay? Weaving together Kriss’s personal history, patients’ experiences, and professional insight—and without shying away from complex subjects, such as online harassment—The Gaming Mind disrupts our assumptions about “gamers” and explores how gaming can be good for us. It offers guidance for parents, clinicians, and the rest of us to better understand the gaming mind. Like any mode of play, at their best, videogames reveal who we are—and what we want from our lives.