Planetquake

Planetquake
A Book

by Umoya Lister

  • Publisher : eBook Partnership
  • Release : 2014-01-25
  • Pages : 512
  • ISBN : 1909690848
  • Language : En, Es, Fr & De
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This is "e;geofiction"e; cli-fi where our planet is a key actor. Greenhouse gases lead to natural disasters and the dismal politics of scarcity. Yes, our world is groaning, symbolised by a tsunami hitting the Scottish holy island of Iona... A scientist couple begin an evidence-based protest, but this morphs into a fight against a charismatic African empire-builder even as they face their own private temptations and tragedies. Nobody taught them just how difficult this path would be nor how much the whole world would become their battleground.

Videogames and Art

Videogames and Art
A Book

by Andy Clarke,Grethe Mitchell

  • Publisher : Intellect Books
  • Release : 2007
  • Pages : 283
  • ISBN : 1841501425
  • Language : En, Es, Fr & De
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Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry.

Quake III Arena

Quake III Arena
Prima's Official Strategy Guide

by Steve Honeywell

  • Publisher : Prima Games
  • Release : 1999
  • Pages : 195
  • ISBN : 9780761525882
  • Language : En, Es, Fr & De
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Essential deathmatch tips Stats for all weapons and equipment In-depth descriptions for all characters Detailed maps with locations of weapons and secret areas Expert advice for advanced combat tactics

Greatest Moments in Video Game History

Greatest Moments in Video Game History
A Book

by D.B. Weston

  • Publisher : DB Weston
  • Release : 2021
  • Pages : 129
  • ISBN : 1301174149
  • Language : En, Es, Fr & De
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Greatest Moments in Video Game History is the most extensive book of video game facts available today. While books written in a similar vein provide readers with general facts, "Greatest Moments in Video Game History" brings to light the lesser known facts that will take you on an exciting trip through history starting in 1947 and running through 2012. Greatest Moments in Video Game History is not just a chronological list of events, it also features stories that you will not read anywhere else, noteworthy game releases, scandals, bans, publicity stunts gone wrong, Guinness gaming records, and a look at the best and worst game releases throughout the years.

Understanding Digital Games

Understanding Digital Games
A Book

by Jason Rutter,Jo Bryce

  • Publisher : SAGE
  • Release : 2006-04-20
  • Pages : 272
  • ISBN : 1446235963
  • Language : En, Es, Fr & De
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There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.

Virtual Nation

Virtual Nation
The Internet in Australia

by Gerard Goggin

  • Publisher : UNSW Press
  • Release : 2004
  • Pages : 300
  • ISBN : 9780868405032
  • Language : En, Es, Fr & De
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The first comprehensive book that digs beneath the surface of the Internet in Australia. Moving beyond the 'how to' books, Virtual Nation offers a surprising, thought-provoking, and rigorous introduction to a technology that we now can't do without. Featuring leading experts on topics spanning history, use, culture, policy, and future, Virtual Nation is indispensable for students, researchers, teachers, policymakers, technologists, and anyone interested in how digital technologies are transforming our lives

Echo of The Flood

Echo of The Flood
A Book

by Anonim

  • Publisher : Lulu.com
  • Release : 2021
  • Pages : 129
  • ISBN : 1435710959
  • Language : En, Es, Fr & De
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Random Scribblings: Junk I've Littered the Internet with for Two Decades

Random Scribblings: Junk I've Littered the Internet with for Two Decades
A Book

by mcgrew

  • Publisher : Lulu.com
  • Release : 2016-06-18
  • Pages : 420
  • ISBN : 0991053168
  • Language : En, Es, Fr & De
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Various stories, articles, and postings on varied web sites over the last two decades... the best ten percent.

2005 Gamer's Almanac

2005 Gamer's Almanac
Your Daily Dose Of Tricks, Cheats, And Fascinating Facts

by Sean Carton

  • Publisher : Que Pub
  • Release : 2004
  • Pages : 400
  • ISBN : 9780789732415
  • Language : En, Es, Fr & De
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A guide to video and computer games for all skill levels contains best-of and top ten lists, classic game nostalgia, guides for LAN parties, how-to articles on creating new games, and cheat codes.

The Complete Idiot's Guide to Playing Games Online

The Complete Idiot's Guide to Playing Games Online
A Book

by Loyd Case,Terry Lee Coleman

  • Publisher : Alpha Books
  • Release : 2000
  • Pages : 314
  • ISBN : 9780789722232
  • Language : En, Es, Fr & De
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Evaluates hardware and software, discusses the history of computer gaming, and offers gaming tips for role-playing, first-person shooters, and real-time strategy games.

Tricks of the 3D Game Programming Gurus

Tricks of the 3D Game Programming Gurus
Advanced 3D Graphics and Rasterization

by André LaMothe

  • Publisher : Sams Publishing
  • Release : 2003
  • Pages : 1759
  • ISBN : 9780672318351
  • Language : En, Es, Fr & De
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Today is the greatest time in history to be in the game business. We now have the technology to create games that look real! Sony's Playstation II, XBOX, and Game Cube are cool! But, all this technology isn't easy or trivial to understand - it takes really hard work and lots of Red Bull. The difficulty level of game programming has definitely been cranked up these days in relation to the skill set needed to make games. Andre LaMothe's follow-up book to Tricks of the Windows Game Programming Gurus is the one to read for the latest in 3D game programming. When readers are finished with Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization, they will be able to create a full 3D texture-mapped, lit video game for the PC with a software rasterizer they can write themselves. Moreover, they will understand the underlying principles of 3D graphics and be able to better understand and utilize 3D hardware today and in the

Siegener Periodicum zur internationalen empirischen Literaturwissenschaft

Siegener Periodicum zur internationalen empirischen Literaturwissenschaft
A Book

by Anonim

  • Publisher : Unknown Publisher
  • Release : 2002
  • Pages : 129
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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The State of Play

The State of Play
Law, Games, and Virtual Worlds

by Jack Balkin,Beth Simone Noveck

  • Publisher : NYU Press
  • Release : 2006-11-01
  • Pages : 304
  • ISBN : 0814799728
  • Language : En, Es, Fr & De
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The experiences of American soldiers in World War I differed enormously from those of European combatants. With the U. S. emerging from its previous isolation, soldiers arrived in the European theater late, fought briefly, and soon found themselves among the victors. Exposed for the first time to a foreign culture and bombarded by the messages of America's first concerted propaganda campaign, doughboys and other American participants struggled to make sense of their role and participation in the war. Mark Meigs here juxtaposes more official views--as expressed in speeches and in The Stars and Stripes, army handbooks, and unit histories--with informal, widely disseminated sources, such as popular songs, jokes, and postwar fiction, together with the soldiers' own letters and journals. Optimism at Armageddon begins with an exploration of how Americans rationalized their involvement and goes on to examine the effects of veterans' experiences during the war, focusing on combat, cultural and sexual contact with their European hosts, and death and concludes with the doughboys' account of their return to American society.

Law and Order in Virtual Worlds: Exploring Avatars, Their Ownership and Rights

Law and Order in Virtual Worlds: Exploring Avatars, Their Ownership and Rights
Exploring Avatars, Their Ownership and Rights

by Adrian, Angela

  • Publisher : IGI Global
  • Release : 2010-05-31
  • Pages : 238
  • ISBN : 1615207961
  • Language : En, Es, Fr & De
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"This book examines the legal realities which are emerging from Massively Multiplayer Online Role-playing Games (MMORPGs) or virtual worlds that demonstrate many of the traits we associate with the Earth world: interpersonal relationships, economic transactions, and organic political institutions"--Provided by publisher.

Game Plan

Game Plan
The Insider's Guide to Breaking In and Succeeding in the Computer and Video Game Business

by Alan Gershenfeld,Mark Loparco,Cecilia Barajas

  • Publisher : St. Martin's Griffin
  • Release : 2007-04-01
  • Pages : 352
  • ISBN : 1429974273
  • Language : En, Es, Fr & De
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The $20 billion computer and video gaming business is the fastest-growing entertainment medium in the world---on track to surpass both the movie and record businesses. More than 200 million computer and video games are sold to the 140 million gamers in America every year. Game Plan: The Insiders Guide to Breaking In and Succeeding in the Computer and Video Game Business is the first book that clearly explains how to get a foot in the door to this incredibly dynamic and exciting field. This essential guide includes everything job seekers need to know about: -How the computer and video game business really works -How to break into the industry -How to get your dream game made -The many different jobs in the field -Surviving and thriving in the marketplace Three top game veterans provide all the information readers need to begin their search: Alan Gershenfeld, former senior vice-president of Activision Studios, Mark Loparco, one of the industry's top edutainment producers, and Cecilia Barajas, an acclaimed game producer/ director and a design consultant on hundreds of games. Game Plan also features expert advice by top gamemakers from such leading game publishers and developers as Electronic Arts, Activision, Microsoft, Midway, LucasArts, and THQ. No matter what your background or job qualifications are, Game Plan will help you to decide which area of the video and computer game business appeals to you the most, and how to attain your goals of working in the industry. For anyone who's ever dreamed of one day making a game, or is simply curious if this is the field to go into---this book is a must-read.

The Meaning and Culture of Grand Theft Auto

The Meaning and Culture of Grand Theft Auto
Critical Essays

by Nate Garrelts

  • Publisher : McFarland
  • Release : 2014-07-15
  • Pages : 264
  • ISBN : 0786483482
  • Language : En, Es, Fr & De
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The immensely popular Grand Theft Auto game series has inspired a range of reactions among players and commentators, and a hot debate in the popular media. These essays from diverse theoretical perspectives expand the discussion by focusing scholarly analysis on the games, particularly Grand Theft Auto III (GTA3), Grand Theft Auto: Vice City (GTA:VC), and Grand Theft Auto: San Andreas (GTA:SA). Part One of the book discusses the fears, lawsuits, legislative proposals, and other public reactions to Grand Theft Auto, detailing the conflict between the developers of adult oriented games and various new forms of censorship. Depictions of race and violence, the pleasure of the carnivalistic gameplay, and the significance of sociopolitical satire in the series are all important elements in this controversy. It is argued that the general perception of digital changed fundamentally following the release of Grand Theft Auto III. The second section of the book approaches the games as they might be studied absent of the controversy. These essays study why and how players meaningfully play Grand Theft Auto games, reflecting on the elements of daily life that are represented in the games. They discuss the connection between game space and real space and the many ways that players mediate the symbols in a game with their minds, computers, and controllers.

The Machinima Reader

The Machinima Reader
A Book

by Henry Lowood,Michael Nitsche

  • Publisher : MIT Press
  • Release : 2011-06-03
  • Pages : 360
  • ISBN : 0262294923
  • Language : En, Es, Fr & De
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The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners. Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by enthusiasts who taught themselves to deploy technologies from computer games to create animated films quickly and cheaply. The Machinima Reader is the first critical overview of this rapidly developing field. The contributors include both academics and artist-practitioners. They explore machinima from multiple perspectives, ranging from technical aspects of machinima, from real-time production to machinima as a performative and cinematic medium, while paying close attention to the legal, cultural, and pedagogical contexts for machinima. The Machinima Reader extends critical debates originating within the machinima community to a wider audience and provides a foundation for scholarly work from a variety of disciplines. This is the first book to chart the emergence of machinima as a game-based cultural production that spans technologies and media, forming new communities of practice on its way to a history, an aesthetic, and a market.

Asian America..Net: Ethnicity Nationalism and Cyberspace

Asian America..Net: Ethnicity Nationalism and Cyberspace
A Book

by Rachel C. Lee,Sau-ling Cynthia Wong

  • Publisher : Routledge
  • Release : 2003-05-09
  • Pages : 336
  • ISBN : 113544952X
  • Language : En, Es, Fr & De
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Asian America.Net demonstrates how Asian Americans have both defined and been defined by electronic technology, illuminating the complex networks of identity, community, and history in the digital age.

Future Cinema

Future Cinema
The Cinematic Imaginary After Film

by Zentrum für Kunst und Medientechnologie (Karlsruhe),Zentrum für Kunst und Medientechnologie Karlsruhe

  • Publisher : Mit Press
  • Release : 2003
  • Pages : 635
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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An investigation of new cinematic forms that, incorporating electronic media, are transforming the traditional relationships between film and reality and between producer and audience.

Running Linux

Running Linux
A Distribution-Neutral Guide for Servers and Desktops

by Matthias Kalle Dalheimer,Matt Welsh

  • Publisher : "O'Reilly Media, Inc."
  • Release : 2005-12-22
  • Pages : 974
  • ISBN : 0596553005
  • Language : En, Es, Fr & De
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You may be contemplating your first Linux installation. Or you may have been using Linux for years and need to know more about adding a network printer or setting up an FTP server. Running Linux, now in its fifth edition, is the book you'll want on hand in either case. Widely recognized in the Linux community as the ultimate getting-started and problem-solving book, it answers the questions and tackles the configuration issues that frequently plague users, but are seldom addressed in other books. This fifth edition of Running Linux is greatly expanded, reflecting the maturity of the operating system and the teeming wealth of software available for it. Hot consumer topics suchas audio and video playback applications, groupware functionality, and spam filtering are covered, along with the basics in configuration and management that always have made the book popular. Running Linux covers basic communications such as mail, web surfing, and instant messaging, but also delves into the subtleties of network configuration--including dial-up, ADSL, and cable modems--in case you need to set up your network manually. The book canmake you proficient on office suites and personal productivity applications--and also tells you what programming tools are available if you're interested in contributing to these applications. Other new topics in the fifth edition include encrypted email and filesystems, advanced shell techniques, and remote login applications. Classic discussions on booting, package management, kernel recompilation, and X configuration have also been updated. The authors of Running Linux have anticipated problem areas, selected stable and popular solutions, and provided clear instructions to ensure that you'll have a satisfying experience using Linux. The discussion is direct and complete enough to guide novice users, while still providing the additional information experienced users will need to progress in their mastery of Linux. Whether you're using Linux on a home workstation or maintaining a network server, Running Linux will provide expert advice just when you need it.