Author: Andrew Barrett (Playwright)
Publisher: Samuel French, Inc.
ISBN: 057363274X
Category : Gay and lesbian dance parties
Languages : en
Pages : 98
Book Description
Circuitry is an outrageously funny, unapologetic ninety-minute play that takes us on a year long whirlwind global trip through the exclusive world of the Circuit Party. It is part realism and part absurdism and totally fabulous as it follows one gay New Yorker¿s quest for love through this seductive world in 1996. As HIV/AIDS remains a major part of the gay community worldwide, Circuitry takes a glimpse backwards to question the state of a large group of gay men today.
Circuitry
Author: Andrew Barrett (Playwright)
Publisher: Samuel French, Inc.
ISBN: 057363274X
Category : Gay and lesbian dance parties
Languages : en
Pages : 98
Book Description
Circuitry is an outrageously funny, unapologetic ninety-minute play that takes us on a year long whirlwind global trip through the exclusive world of the Circuit Party. It is part realism and part absurdism and totally fabulous as it follows one gay New Yorker¿s quest for love through this seductive world in 1996. As HIV/AIDS remains a major part of the gay community worldwide, Circuitry takes a glimpse backwards to question the state of a large group of gay men today.
Publisher: Samuel French, Inc.
ISBN: 057363274X
Category : Gay and lesbian dance parties
Languages : en
Pages : 98
Book Description
Circuitry is an outrageously funny, unapologetic ninety-minute play that takes us on a year long whirlwind global trip through the exclusive world of the Circuit Party. It is part realism and part absurdism and totally fabulous as it follows one gay New Yorker¿s quest for love through this seductive world in 1996. As HIV/AIDS remains a major part of the gay community worldwide, Circuitry takes a glimpse backwards to question the state of a large group of gay men today.
Mazes in Videogames
Author: Alison Gazzard
Publisher: McFarland
ISBN: 0786467940
Category : Games & Activities
Languages : en
Pages : 191
Book Description
From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.
Publisher: McFarland
ISBN: 0786467940
Category : Games & Activities
Languages : en
Pages : 191
Book Description
From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.
Computer Games
Author: Blair Carter
Publisher: Nova Publishers
ISBN: 9781590335260
Category : Games & Activities
Languages : en
Pages : 182
Book Description
Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
Publisher: Nova Publishers
ISBN: 9781590335260
Category : Games & Activities
Languages : en
Pages : 182
Book Description
Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
Dungeons and Desktops
Author: Matt Barton
Publisher: CRC Press
ISBN: 1351273388
Category : Computers
Languages : en
Pages : 668
Book Description
Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It'll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Features gives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs. comprehensive index at the back, letting you quickly look up your favourite titles
Publisher: CRC Press
ISBN: 1351273388
Category : Computers
Languages : en
Pages : 668
Book Description
Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It'll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Features gives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs. comprehensive index at the back, letting you quickly look up your favourite titles
Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 0262299933
Category : Computers
Languages : en
Pages : 689
Book Description
Gain a deeper understanding of games and game design through 18 pioneering frameworks—with examples from board games, computer games, video games, and more. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like “play,” “design,” and “interactivity.” They look at games through a series of 18 “game design schemas,” or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Publisher: MIT Press
ISBN: 0262299933
Category : Computers
Languages : en
Pages : 689
Book Description
Gain a deeper understanding of games and game design through 18 pioneering frameworks—with examples from board games, computer games, video games, and more. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like “play,” “design,” and “interactivity.” They look at games through a series of 18 “game design schemas,” or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Magna-Blade
Author: Evan Aitchison
Publisher: Lulu.com
ISBN: 0359828361
Category : Fiction
Languages : en
Pages : 464
Book Description
In the year 2311, the world is recovering from a devastating war due to the incredibly powerful Magna-Blades, an invention that leaks onto the black market. Now enter a world even more broken than ever before, and policing enforcement has reached a new ferocity. A young man, Kado, stuck between the cracks of beurocracy and narcissistic bias, has fallen slave to drugs and alcohol. Under mysterious circumstances an older man takes him under his wing. But there's more to the elderly man than meets the eye. Kado gets thrown into an adventure leading to incredible scientific discoveries, unleashing powerful inventions, and unravelling a devious plot that could devastate the entire planet.
Publisher: Lulu.com
ISBN: 0359828361
Category : Fiction
Languages : en
Pages : 464
Book Description
In the year 2311, the world is recovering from a devastating war due to the incredibly powerful Magna-Blades, an invention that leaks onto the black market. Now enter a world even more broken than ever before, and policing enforcement has reached a new ferocity. A young man, Kado, stuck between the cracks of beurocracy and narcissistic bias, has fallen slave to drugs and alcohol. Under mysterious circumstances an older man takes him under his wing. But there's more to the elderly man than meets the eye. Kado gets thrown into an adventure leading to incredible scientific discoveries, unleashing powerful inventions, and unravelling a devious plot that could devastate the entire planet.
Andrew Rollings and Ernest Adams on Game Design
Author: Andrew Rollings
Publisher: New Riders
ISBN: 9781592730018
Category : Business & Economics
Languages : en
Pages : 652
Book Description
How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.
Publisher: New Riders
ISBN: 9781592730018
Category : Business & Economics
Languages : en
Pages : 652
Book Description
How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.
Fall of the Swords Collection
Author: Scott Michael Decker
Publisher: Next Chapter
ISBN:
Category : Fiction
Languages : en
Pages : 1378
Book Description
All four books in 'Fall Of The Swords', a series of fantasy novels by Scott Michael Decker, now in one volume! The Peasant: Following a civil war, an empire grapples with the devastating fallout. His conscience heavy, Peasant General Guarding Bear wants to usurp the tyrannical emperor’s throne. But the general’s rivals continue to play games, seeking to avenge their name and reclaim the Northern Imperial Sword. With his reign threatened and no progeny to his name, the Emperor plots to conceive an heir by stealth. Soon, Guarding Bear enters a world of deception, smoke and mirrors, and must decide where his loyalties lie. The Bandit: Tired of lying in wait, the exiled Noble Bandit seizes his chance at revenge. Meanwhile, as the birth of the Royal Twins nears, Peasant General Guarding Bear is repatriated by the Emperor. Fearing for the safety of his heirs, the emperor orders the general to lay siege to his enemy’s fortress. In preparation, the general recruits the aid of a powerful wizard and a skilled young healer – but none of them suspects a traitor in their midst. As loyalties are tested and new alliances made, who will rise above and claim victory as their own? The Heir: The future of the Empire hangs in the balance. Separated from birth, the Royal Twins have been raised in opposite corners of the empire. Meanwhile, bandits continue to lay waste to the kingdom in their attempt to force the Emperor to relinquish the Northern Imperial Sword. Among them is the Noble Bandit, nemesis of Peasant General Guarding Bear. Tasked with rearing one of the twins, the Peasant General wastes no time in preparing the boy for his destiny of ridding the kingdom of the bandits once and for all. But long-kept secrets are brought to life as the Heir is mistaken for his long-lost brother, and his new rival declares himself Emperor of the northern lands. Their path leads them towards a final confrontation that will forever change the fate of the realm. The Emperor: Seeking Sword looks to the south for only one thing: The Northern Imperial Sword, which now lies dormant in the vaults of the Eastern Empire. Without it, Seeking Sword will always be a bandit. And to get it, he'll have to defeat the Heir. Abandoned to bandits as an infant, Seeking Sword has known adversity, but nothing has prepared him to lead a campaign against such an adversary. It isn't the Heir's formidable fighting skills nor his tactical acumen that so dismays the bandit Emperor. It's the beloved devotion of his people.
Publisher: Next Chapter
ISBN:
Category : Fiction
Languages : en
Pages : 1378
Book Description
All four books in 'Fall Of The Swords', a series of fantasy novels by Scott Michael Decker, now in one volume! The Peasant: Following a civil war, an empire grapples with the devastating fallout. His conscience heavy, Peasant General Guarding Bear wants to usurp the tyrannical emperor’s throne. But the general’s rivals continue to play games, seeking to avenge their name and reclaim the Northern Imperial Sword. With his reign threatened and no progeny to his name, the Emperor plots to conceive an heir by stealth. Soon, Guarding Bear enters a world of deception, smoke and mirrors, and must decide where his loyalties lie. The Bandit: Tired of lying in wait, the exiled Noble Bandit seizes his chance at revenge. Meanwhile, as the birth of the Royal Twins nears, Peasant General Guarding Bear is repatriated by the Emperor. Fearing for the safety of his heirs, the emperor orders the general to lay siege to his enemy’s fortress. In preparation, the general recruits the aid of a powerful wizard and a skilled young healer – but none of them suspects a traitor in their midst. As loyalties are tested and new alliances made, who will rise above and claim victory as their own? The Heir: The future of the Empire hangs in the balance. Separated from birth, the Royal Twins have been raised in opposite corners of the empire. Meanwhile, bandits continue to lay waste to the kingdom in their attempt to force the Emperor to relinquish the Northern Imperial Sword. Among them is the Noble Bandit, nemesis of Peasant General Guarding Bear. Tasked with rearing one of the twins, the Peasant General wastes no time in preparing the boy for his destiny of ridding the kingdom of the bandits once and for all. But long-kept secrets are brought to life as the Heir is mistaken for his long-lost brother, and his new rival declares himself Emperor of the northern lands. Their path leads them towards a final confrontation that will forever change the fate of the realm. The Emperor: Seeking Sword looks to the south for only one thing: The Northern Imperial Sword, which now lies dormant in the vaults of the Eastern Empire. Without it, Seeking Sword will always be a bandit. And to get it, he'll have to defeat the Heir. Abandoned to bandits as an infant, Seeking Sword has known adversity, but nothing has prepared him to lead a campaign against such an adversary. It isn't the Heir's formidable fighting skills nor his tactical acumen that so dismays the bandit Emperor. It's the beloved devotion of his people.
Ordnance
Author:
Publisher:
ISBN:
Category : Ordnance
Languages : en
Pages : 412
Book Description
Publisher:
ISBN:
Category : Ordnance
Languages : en
Pages : 412
Book Description
The Pen and the Sword
Author: Calvin F. Exoo
Publisher: SAGE Publications
ISBN: 1544340354
Category : Language Arts & Disciplines
Languages : en
Pages : 257
Book Description
The Pen and the Sword is the only comprehensive examination of how the media have covered the 21st Century′s #1 news story: terrorism and the wars in Afghanistan and Iraq. This is the full story—from 9/11 to the Obama doctrine, and including: The war in Afghanistan. There were two sides to this story, but the press told only one, and the untold story would return to haunt us. The campaign for war in Iraq. What did the press know and when did they know it about the web of lies that led us into war? Iraq, from invasion to "Mission Accomplished." When the story of war is told as patriotic hymn, Playstation game, or melodrama of macho heroes and bad guys dressed in black, important things are left out. Aftermath, from "Mission Accomplished" to the present. Something has changed since the Vietnam War, when the press finally found its critical voice. However, the 21st Century media continue to cling to an untenable, pro-war story, even after the public has abandoned it. The Pen and the Sword uses this tragic and eye-opening case study of the news at war to ask, "Why?" and to offer a critical perspective on our mass media, including the latest information on the underpinnings of the news business—corporate ownership, the power of elites to define the news—and adds three important new features of the media landscape: The media profit crisis of the late ′00s and how it is affecting the news. The creation and mainstreaming of a new right-wing media surround-sound system. The increasing importance of entertainment media and soft news in shaping our views. Intended Audience Providing a critical perspective on our mass media, this text is ideal for undergraduate courses such as Media & Politics, International Journalism, Political Communication, Crime and Media, and Sociology of Mass Media. Praise for this book "I am very enthusiastic about the book′s clear and forthright vision of systemic crisis, involving the social institutions of media and government. Prof. Exoo takes a very strong structural approach in his explanation; this is the most detailed analysis of media representations of the current war that I have seen. The chronological development of the journalistic narrative of the war is engaging and persuasive...This work is a good example of how responsible academics can contribute to the public dialogue." —Harry W. Haines, Department of Communication, Trinity University "The writing is fantastic: Very easy to read, to understand, and to synthesize. The arguments are well crafted and well documented. This is the most up to date analysis of the media coverage of the Iraq War I have read, and it would put news coverage of the run-up to the War into context. ...It′s a fun read, it′s accessible for students, and it′s timely. What more could a professor ask for?" —Alison D. Dagnes, Department of Political Science, Shippensburg University "The news media pay a lot of lip service to the importance of objective reporting and to their role in maintaining a healthy democracy. This book successfully challenges both assertions. ... Exoo′s book provides an exhaustive illustration of what′s wrong with the news media, using a very relevant and timely example." —Robert Heiner, Department of Social Science, Plymouth State University "This text will challenge students to reexamine their beliefs about the news media, helping them to become more critical citizens. In doing this, the text would engage students′ attention in crucial developments in the media, in politics, and in the intersection of the two." —Paul R. Brewer, Department of Journalism and Mass Communication, University of Wisconsin-Milwaukee
Publisher: SAGE Publications
ISBN: 1544340354
Category : Language Arts & Disciplines
Languages : en
Pages : 257
Book Description
The Pen and the Sword is the only comprehensive examination of how the media have covered the 21st Century′s #1 news story: terrorism and the wars in Afghanistan and Iraq. This is the full story—from 9/11 to the Obama doctrine, and including: The war in Afghanistan. There were two sides to this story, but the press told only one, and the untold story would return to haunt us. The campaign for war in Iraq. What did the press know and when did they know it about the web of lies that led us into war? Iraq, from invasion to "Mission Accomplished." When the story of war is told as patriotic hymn, Playstation game, or melodrama of macho heroes and bad guys dressed in black, important things are left out. Aftermath, from "Mission Accomplished" to the present. Something has changed since the Vietnam War, when the press finally found its critical voice. However, the 21st Century media continue to cling to an untenable, pro-war story, even after the public has abandoned it. The Pen and the Sword uses this tragic and eye-opening case study of the news at war to ask, "Why?" and to offer a critical perspective on our mass media, including the latest information on the underpinnings of the news business—corporate ownership, the power of elites to define the news—and adds three important new features of the media landscape: The media profit crisis of the late ′00s and how it is affecting the news. The creation and mainstreaming of a new right-wing media surround-sound system. The increasing importance of entertainment media and soft news in shaping our views. Intended Audience Providing a critical perspective on our mass media, this text is ideal for undergraduate courses such as Media & Politics, International Journalism, Political Communication, Crime and Media, and Sociology of Mass Media. Praise for this book "I am very enthusiastic about the book′s clear and forthright vision of systemic crisis, involving the social institutions of media and government. Prof. Exoo takes a very strong structural approach in his explanation; this is the most detailed analysis of media representations of the current war that I have seen. The chronological development of the journalistic narrative of the war is engaging and persuasive...This work is a good example of how responsible academics can contribute to the public dialogue." —Harry W. Haines, Department of Communication, Trinity University "The writing is fantastic: Very easy to read, to understand, and to synthesize. The arguments are well crafted and well documented. This is the most up to date analysis of the media coverage of the Iraq War I have read, and it would put news coverage of the run-up to the War into context. ...It′s a fun read, it′s accessible for students, and it′s timely. What more could a professor ask for?" —Alison D. Dagnes, Department of Political Science, Shippensburg University "The news media pay a lot of lip service to the importance of objective reporting and to their role in maintaining a healthy democracy. This book successfully challenges both assertions. ... Exoo′s book provides an exhaustive illustration of what′s wrong with the news media, using a very relevant and timely example." —Robert Heiner, Department of Social Science, Plymouth State University "This text will challenge students to reexamine their beliefs about the news media, helping them to become more critical citizens. In doing this, the text would engage students′ attention in crucial developments in the media, in politics, and in the intersection of the two." —Paul R. Brewer, Department of Journalism and Mass Communication, University of Wisconsin-Milwaukee