This Be Book Bad Translation, Video Games!

This Be Book Bad Translation, Video Games! PDF Author: Clyde Mandelin
Publisher:
ISBN: 9781945908989
Category :
Languages : en
Pages : 64

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Book Description

This Be Book Bad Translation, Video Games!

This Be Book Bad Translation, Video Games! PDF Author: Clyde Mandelin
Publisher:
ISBN: 9781945908989
Category :
Languages : en
Pages : 64

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Book Description


Legends of Localization Book 2

Legends of Localization Book 2 PDF Author: Clyde Mandelin
Publisher:
ISBN: 9781945908903
Category :
Languages : en
Pages : 432

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Book Description


Legends of Localization Book 1

Legends of Localization Book 1 PDF Author: Clyde Mandelin
Publisher:
ISBN: 9780984503278
Category :
Languages : en
Pages :

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Book Description
An in-depth exploration of the localization of Nintendo's blockbuster franchise from Japanese to English.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233

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Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Video Games and Well-being

Video Games and Well-being PDF Author: Rachel Kowert
Publisher: Springer Nature
ISBN: 3030327701
Category : Psychology
Languages : en
Pages : 176

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Book Description
This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.

The Stranger

The Stranger PDF Author: Albert Camus
Publisher: Vintage
ISBN: 0307827666
Category : Fiction
Languages : en
Pages : 144

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Book Description
With the intrigue of a psychological thriller, Camus's masterpiece gives us the story of an ordinary man unwittingly drawn into a senseless murder on an Algerian beach. Behind the intrigue, Camus explores what he termed "the nakedness of man faced with the absurd" and describes the condition of reckless alienation and spiritual exhaustion that characterized so much of twentieth-century life. First published in 1946; now in translation by Matthew Ward.

1001 Video Games You Must Play Before You Die

1001 Video Games You Must Play Before You Die PDF Author: Tony Mott
Publisher: Hachette UK
ISBN: 1844037150
Category : Games & Activities
Languages : en
Pages : 1773

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Book Description
In fewer than fifty years videogames have become one of the most popular forms of entertainment, but which are the best games, the ones you must play? This action packed book presents the best videogames from around the world - from 80's classic Donkey Kong to Doom, Frogger and Final Fantasy. Covering everything from old favourites to those breaking new ground, these are the games that should not be missed. Video game expert Tony Mott presents 1001 of the best video games from around the world and on all formats, from primitive pioneering consoles like Atari's VCS to modern-day home entertainment platforms such as Sony's PlayStation 3. 1001 VIDEO GAMES defines arcade experiences that first turned video gaming into a worldwide phenomenon such as Space Invaders, Asteroids, and Pac-Man - games that made the likes of Atari, Sinclair and Commadore household names. It also includes the games that have taken the console era by storm from Nintendo Wii to Sony Playstation and beyond - games of the modern era that have become cultural reference points in their own right including multi-million selling series such as Halo, Grand Theft Auto and Resident Evil. For aficionados this is a keepsake - charting the highlights of the past fifty years giving them key information for games they must play. For those just discovering the appeal of gaming this extensive volume will provide everything they need to ensure they don't miss out on the games that revolutionized this overwhelmingly popular medium.

The Creative Gene

The Creative Gene PDF Author: Hideo Kojima
Publisher: VIZ Media LLC
ISBN: 1974729532
Category : Biography & Autobiography
Languages : en
Pages : 208

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Book Description
Ever since he was a child, Metal Gear Solid and Death Stranding creator Hideo Kojima was a voracious consumer of movies, music, and books. They ignited his passion for stories and storytelling, and the results can be seen in his groundbreaking, iconic video games. Now the head of independent studio Kojima Productions, Kojima’s enthusiasm for entertainment media has never waned. This collection of essays explores some of the inspirations behind one of the titans of the video game industry, and offers an exclusive insight into one of the brightest minds in pop culture. -- VIZ Media

Everything Bad is Good for You

Everything Bad is Good for You PDF Author: Steven Johnson
Publisher: Penguin
ISBN: 1101158018
Category : Social Science
Languages : en
Pages : 274

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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.

Sato the Rabbit

Sato the Rabbit PDF Author: Yuki Ainoya
Publisher:
ISBN: 9781592702961
Category : JUVENILE FICTION
Languages : en
Pages : 0

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Book Description
After becoming a rabbit, Haneru Sato gathers stars at an observatory, sails the sea in a watermelon, tastes the emotions captured in different colors of ice, and more.