Author: L.E. Hall
Publisher: Simon and Schuster
ISBN: 1982140356
Category : Games & Activities
Languages : en
Pages : 320
Book Description
Never get stuck inside an escape room again, with this strategy guidebook to beating your favorite immersive interactive game—from a well-known game designer and puzzle enthusiast Chances are you have visited an escape room, whether for a birthday party, a corporate team-building exercise, or as a weekend excursion with your friends. But what does it take to maximize your chances of solving the puzzles, while ensuring everyone has a good time along the way? Planning Your Escape is the perfect guide to making sure you never get stuck in another escape room again. Game designer extraordinaire Laura Hall has all the best strategies for every room you might encounter, so your team can function like a well-oiled machine. This guide offers: -A history of puzzles and experiential entertainment, from the 4,000-year-old dexterity puzzles of Mohenjo-daro to the spectacle of immersive theater installations like Secret Cinema, Meow Wolf, and Sleep No More; -Different types of escape rooms, and solvable examples of the common puzzles they employ; -Common escape room player personality types, and how best to work with them; and -Advice for constructing your own escape rooms and puzzle hunts Bringing in a cast of experts, Planning Your Escape is the must-have strategy book for any escape room enthusiast, puzzle fan, and aspiring experience designer. Get ready to wow your friends and impress your co-workers with your new skills, and never enter a room you can’t get out of again!
Planning Your Escape
Author: L.E. Hall
Publisher: Simon and Schuster
ISBN: 1982140356
Category : Games & Activities
Languages : en
Pages : 320
Book Description
Never get stuck inside an escape room again, with this strategy guidebook to beating your favorite immersive interactive game—from a well-known game designer and puzzle enthusiast Chances are you have visited an escape room, whether for a birthday party, a corporate team-building exercise, or as a weekend excursion with your friends. But what does it take to maximize your chances of solving the puzzles, while ensuring everyone has a good time along the way? Planning Your Escape is the perfect guide to making sure you never get stuck in another escape room again. Game designer extraordinaire Laura Hall has all the best strategies for every room you might encounter, so your team can function like a well-oiled machine. This guide offers: -A history of puzzles and experiential entertainment, from the 4,000-year-old dexterity puzzles of Mohenjo-daro to the spectacle of immersive theater installations like Secret Cinema, Meow Wolf, and Sleep No More; -Different types of escape rooms, and solvable examples of the common puzzles they employ; -Common escape room player personality types, and how best to work with them; and -Advice for constructing your own escape rooms and puzzle hunts Bringing in a cast of experts, Planning Your Escape is the must-have strategy book for any escape room enthusiast, puzzle fan, and aspiring experience designer. Get ready to wow your friends and impress your co-workers with your new skills, and never enter a room you can’t get out of again!
Publisher: Simon and Schuster
ISBN: 1982140356
Category : Games & Activities
Languages : en
Pages : 320
Book Description
Never get stuck inside an escape room again, with this strategy guidebook to beating your favorite immersive interactive game—from a well-known game designer and puzzle enthusiast Chances are you have visited an escape room, whether for a birthday party, a corporate team-building exercise, or as a weekend excursion with your friends. But what does it take to maximize your chances of solving the puzzles, while ensuring everyone has a good time along the way? Planning Your Escape is the perfect guide to making sure you never get stuck in another escape room again. Game designer extraordinaire Laura Hall has all the best strategies for every room you might encounter, so your team can function like a well-oiled machine. This guide offers: -A history of puzzles and experiential entertainment, from the 4,000-year-old dexterity puzzles of Mohenjo-daro to the spectacle of immersive theater installations like Secret Cinema, Meow Wolf, and Sleep No More; -Different types of escape rooms, and solvable examples of the common puzzles they employ; -Common escape room player personality types, and how best to work with them; and -Advice for constructing your own escape rooms and puzzle hunts Bringing in a cast of experts, Planning Your Escape is the must-have strategy book for any escape room enthusiast, puzzle fan, and aspiring experience designer. Get ready to wow your friends and impress your co-workers with your new skills, and never enter a room you can’t get out of again!
Japanese Culture Through Videogames
Author: Rachael Hutchinson
Publisher: Routledge
ISBN: 0429655940
Category : Games & Activities
Languages : en
Pages : 497
Book Description
Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.
Publisher: Routledge
ISBN: 0429655940
Category : Games & Activities
Languages : en
Pages : 497
Book Description
Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.
Galaga
Author: Michael Kimball
Publisher: Boss Fight Books
ISBN: 1940535034
Category : Biography & Autobiography
Languages : en
Pages : 89
Book Description
For fifteen seconds of one of the highest-grossing films of all time, The Avengersa (TM) plan to save the world comes to a grinding halt when Tony Stark calls out a low-level member of S.H.I.E.L.D. for playing Galaga on the job. Acclaimed novelist and lifelong Galaga player Michael Kimball knows the compulsion: Hea (TM)s set and re-set high scores on Galaga machines all across America. What many call the greatest fixed shooter arcade game in history, Galaga broke the Space Invaders mold with superior graphics, faster firing, bonus rounds, tractor beams, and advanced enemy A.I. Since its 1981 release, Galaga has inspired numerous sequels, bootlegs, hacks, and clonesa "and some version of Galaga has been released for nearly every gaming platform. Kimball shares his obsession with Galaga through a discussion of the innovative gameplay it introduced (including lots of tips), its extensive cultural legacy (including collectibles, movies, rap songs, drinking games, and sex acts), and how Galaga got Kimball through a difficult childhood--and maybe saved his life.
Publisher: Boss Fight Books
ISBN: 1940535034
Category : Biography & Autobiography
Languages : en
Pages : 89
Book Description
For fifteen seconds of one of the highest-grossing films of all time, The Avengersa (TM) plan to save the world comes to a grinding halt when Tony Stark calls out a low-level member of S.H.I.E.L.D. for playing Galaga on the job. Acclaimed novelist and lifelong Galaga player Michael Kimball knows the compulsion: Hea (TM)s set and re-set high scores on Galaga machines all across America. What many call the greatest fixed shooter arcade game in history, Galaga broke the Space Invaders mold with superior graphics, faster firing, bonus rounds, tractor beams, and advanced enemy A.I. Since its 1981 release, Galaga has inspired numerous sequels, bootlegs, hacks, and clonesa "and some version of Galaga has been released for nearly every gaming platform. Kimball shares his obsession with Galaga through a discussion of the innovative gameplay it introduced (including lots of tips), its extensive cultural legacy (including collectibles, movies, rap songs, drinking games, and sex acts), and how Galaga got Kimball through a difficult childhood--and maybe saved his life.
Grave Reservations
Author: Cherie Priest
Publisher: Simon and Schuster
ISBN: 1982168900
Category : Fiction
Languages : en
Pages : 320
Book Description
"Meet Leda Foley; Devoted friend, struggling travel agent, sometime psychic. When Leda, proprietor of Foley's Flights of Fancy, books Seattle PD Grady Merritt on a flight back from Orlando, she does not expect it to change her life. When Grady watches the plane he was set to travel on catch fire while he remains safely in the airport, he seeks out Leda, and despite her rather scattershot premonitions, he enlists her help in investigating a cold case he just can't crack. But Leda has her own reasons for helping: her fiancé Tod was murdered under mysterious circumstances several years ago. Her psychic abilities weren't good then, but now she's been honing them at her favorite bar's open-mic nights, where she draws a crowd klairvoyant karaoke-singing whatever song comes to mind after holding other patrons' personal effects. With a rag-tag group of bar patrons and friends, Leda and Grady set out to catch a killer--and find that the two cases that haunt them may have more in common than they think"--
Publisher: Simon and Schuster
ISBN: 1982168900
Category : Fiction
Languages : en
Pages : 320
Book Description
"Meet Leda Foley; Devoted friend, struggling travel agent, sometime psychic. When Leda, proprietor of Foley's Flights of Fancy, books Seattle PD Grady Merritt on a flight back from Orlando, she does not expect it to change her life. When Grady watches the plane he was set to travel on catch fire while he remains safely in the airport, he seeks out Leda, and despite her rather scattershot premonitions, he enlists her help in investigating a cold case he just can't crack. But Leda has her own reasons for helping: her fiancé Tod was murdered under mysterious circumstances several years ago. Her psychic abilities weren't good then, but now she's been honing them at her favorite bar's open-mic nights, where she draws a crowd klairvoyant karaoke-singing whatever song comes to mind after holding other patrons' personal effects. With a rag-tag group of bar patrons and friends, Leda and Grady set out to catch a killer--and find that the two cases that haunt them may have more in common than they think"--
The Meaning of Video Games
Author: Steven E. Jones
Publisher: Routledge
ISBN: 1135902178
Category : Social Science
Languages : en
Pages : 338
Book Description
The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.
Publisher: Routledge
ISBN: 1135902178
Category : Social Science
Languages : en
Pages : 338
Book Description
The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.
Andrew Henry's Meadow
Author: Doris Burn
Publisher: Penguin
ISBN: 1101644079
Category : Juvenile Fiction
Languages : en
Pages : 52
Book Description
A classic reissued for a new generation Andrew Henry has two younger brothers, who are always together, and two older sisters, who are always together. But Andrew Henry is in the middle--and he's always with himself. He doesn't mind this very much, because he's an inventor. But when Andrew Henry's family doesn't appreciate him or his inventions, he decides it's time to run away. Many children in the neighborhood feel the same way and follow him to his meadow, where he builds each of his friends a unique house of their very own. But in town the families miss their children and do everything they can to find them. And the kids realize that it feels a little lonely out in the meadow without their parents. Just as relevant today as it was in 1967, this is a heart-warming story about children who want to feel special and appreciated for who they are. With a new jacket and expanded trim size, Andrew Henry is ready to enchant the next generation of kids.
Publisher: Penguin
ISBN: 1101644079
Category : Juvenile Fiction
Languages : en
Pages : 52
Book Description
A classic reissued for a new generation Andrew Henry has two younger brothers, who are always together, and two older sisters, who are always together. But Andrew Henry is in the middle--and he's always with himself. He doesn't mind this very much, because he's an inventor. But when Andrew Henry's family doesn't appreciate him or his inventions, he decides it's time to run away. Many children in the neighborhood feel the same way and follow him to his meadow, where he builds each of his friends a unique house of their very own. But in town the families miss their children and do everything they can to find them. And the kids realize that it feels a little lonely out in the meadow without their parents. Just as relevant today as it was in 1967, this is a heart-warming story about children who want to feel special and appreciated for who they are. With a new jacket and expanded trim size, Andrew Henry is ready to enchant the next generation of kids.
The Cambridge Companion to Video Game Music
Author: Melanie Fritsch
Publisher: Cambridge University Press
ISBN: 1108473024
Category : Computers
Languages : en
Pages : 483
Book Description
A wide-ranging survey of video game music creation, practice, perception and analysis - clear, authoritative and up-to-date.
Publisher: Cambridge University Press
ISBN: 1108473024
Category : Computers
Languages : en
Pages : 483
Book Description
A wide-ranging survey of video game music creation, practice, perception and analysis - clear, authoritative and up-to-date.
GameAxis Unwired
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 48
Book Description
GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
Publisher:
ISBN:
Category :
Languages : en
Pages : 48
Book Description
GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
Sweet Competition
Author: Liz Reed
Publisher: HarperCollins
ISBN: 9780062403599
Category : Juvenile Fiction
Languages : en
Pages : 0
Book Description
Liz and Jimmy Reed, the creators of the “Cuddles and Rage” webcomic, have whipped up a truly delectable picture book debut featuring the antics of competitive twin cherries who will do anything to outsweet…er, outsmart one another! For this pair of twin cherries, everything is a competition. If Girl Cherry can swing higher, Boy Cherry will boast that he can swing lower. If one is smarter, then the other is cooler. So when they enter a contest to build the best dessert ever, they immediately pit themselves against each other. But when you’re attached at the stem, there’s only so much you can do on your own. Things could be easy as pie—so to speak—if they put aside their differences and join forces. Will Boy Cherry and Girl Cherry cream the competition by working together…or will one try to be the cherry on top? With loveable characters and laugh-out-loud situations, Sweet Competition is the perfect addition to any child’s bookshelf. After all, there’s always room for dessert!
Publisher: HarperCollins
ISBN: 9780062403599
Category : Juvenile Fiction
Languages : en
Pages : 0
Book Description
Liz and Jimmy Reed, the creators of the “Cuddles and Rage” webcomic, have whipped up a truly delectable picture book debut featuring the antics of competitive twin cherries who will do anything to outsweet…er, outsmart one another! For this pair of twin cherries, everything is a competition. If Girl Cherry can swing higher, Boy Cherry will boast that he can swing lower. If one is smarter, then the other is cooler. So when they enter a contest to build the best dessert ever, they immediately pit themselves against each other. But when you’re attached at the stem, there’s only so much you can do on your own. Things could be easy as pie—so to speak—if they put aside their differences and join forces. Will Boy Cherry and Girl Cherry cream the competition by working together…or will one try to be the cherry on top? With loveable characters and laugh-out-loud situations, Sweet Competition is the perfect addition to any child’s bookshelf. After all, there’s always room for dessert!
Gamer Theory
Author: McKenzie Wark
Publisher: Harvard University Press
ISBN: 0674044835
Category : Social Science
Languages : en
Pages : 241
Book Description
Ever get the feeling that life's a game with changing rules and no clear sides? Welcome to gamespace, the world in which we live. Where others argue obsessively over violence in games, Wark contends that digital computer games are our society's emergent cultural form, a utopian version of the world as it is. Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the imperfect gamespace of everyday life in the rat race of free-market society.
Publisher: Harvard University Press
ISBN: 0674044835
Category : Social Science
Languages : en
Pages : 241
Book Description
Ever get the feeling that life's a game with changing rules and no clear sides? Welcome to gamespace, the world in which we live. Where others argue obsessively over violence in games, Wark contends that digital computer games are our society's emergent cultural form, a utopian version of the world as it is. Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the imperfect gamespace of everyday life in the rat race of free-market society.