American Life and Video Games from Pong to Minecraft

American Life and Video Games from Pong to Minecraft
Author :
Publisher : Cavendish Square Publishing, LLC
Total Pages : 114
Release :
ISBN-10 : 9781502619754
ISBN-13 : 150261975X
Rating : 4/5 (54 Downloads)

Synopsis American Life and Video Games from Pong to Minecraft by : Kathryn Hulick

Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of America’s favorite pastimes.

American Life and Best Sellers from The Catcher in the Rye to The Hunger Games

American Life and Best Sellers from The Catcher in the Rye to The Hunger Games
Author :
Publisher : Cavendish Square Publishing, LLC
Total Pages : 114
Release :
ISBN-10 : 9781502619822
ISBN-13 : 1502619822
Rating : 4/5 (22 Downloads)

Synopsis American Life and Best Sellers from The Catcher in the Rye to The Hunger Games by : Diane Dakers

A good book has the power to touch readers and provide insightful commentary into the human condition and current events. This title examines the greatest literary hits to take America by storm from the 1950s to present day.

American Life and Communication from the Telephone to Twitter

American Life and Communication from the Telephone to Twitter
Author :
Publisher : Cavendish Square Publishing, LLC
Total Pages : 114
Release :
ISBN-10 : 9781502619785
ISBN-13 : 1502619784
Rating : 4/5 (85 Downloads)

Synopsis American Life and Communication from the Telephone to Twitter by : Cathleen Small

Today people are more connected than ever, with mobile technologies allowing people from all over the world to connect within seconds through a wide array of social applications. Trace the history of communication from the start of the Internet age to the birth of the smartphone.

American Life and Celebrity Icons from Marilyn Monroe to Taylor Swift

American Life and Celebrity Icons from Marilyn Monroe to Taylor Swift
Author :
Publisher : Cavendish Square Publishing, LLC
Total Pages : 114
Release :
ISBN-10 : 9781502619808
ISBN-13 : 1502619806
Rating : 4/5 (08 Downloads)

Synopsis American Life and Celebrity Icons from Marilyn Monroe to Taylor Swift by : Cathleen Small

Each generation has cultural icons that take the world by storm and mark the most popular trends in America. Take a look back at some of these iconic individuals and trends and their lasting effects on American people and culture.

Video Games and Esports

Video Games and Esports
Author :
Publisher : Greenhaven Publishing LLC
Total Pages : 104
Release :
ISBN-10 : 9781534568211
ISBN-13 : 1534568212
Rating : 4/5 (11 Downloads)

Synopsis Video Games and Esports by : Michael Maley

Just as athletes from the NFL and NBA have gained fame and fortune, professional gamers who compete in esports are attracting loyal fans. Esports encompass any competitive, organized gaming endeavor. This competitive activity is becoming a billion-dollar industry. However, some people still argue that playing video games has many negative effects. The ever-evolving world of video games is explained through engaging text that delves into the details so readers gain a full understanding. Full-color photographs, annotated quotes, sidebars, and informative charts highlight the many debates surrounding the popularity of video games.

A History of Competitive Gaming

A History of Competitive Gaming
Author :
Publisher : Routledge
Total Pages : 320
Release :
ISBN-10 : 9781000588538
ISBN-13 : 100058853X
Rating : 4/5 (38 Downloads)

Synopsis A History of Competitive Gaming by : Lu Zhouxiang

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.

Game On!

Game On!
Author :
Publisher : Macmillan
Total Pages : 369
Release :
ISBN-10 : 9781250080950
ISBN-13 : 1250080959
Rating : 4/5 (50 Downloads)

Synopsis Game On! by : Dustin Hansen

"A middle-grade nonfiction book about the history and impact on pop culture of video games"--

Technical Innovation in American History [3 volumes]

Technical Innovation in American History [3 volumes]
Author :
Publisher : Bloomsbury Publishing USA
Total Pages : 1489
Release :
ISBN-10 : 9798216153610
ISBN-13 :
Rating : 4/5 (10 Downloads)

Synopsis Technical Innovation in American History [3 volumes] by : Rosanne Welch

From the invention of eyeglasses to the Internet, this three-volume set examines the pivotal effects of inventions on society, providing a fascinating history of technology and innovations in the United States from the earliest European colonization to the present. Technical Innovation in American History surveys the history of technology, documenting the chronological and thematic connections between specific inventions, technological systems, individuals, and events that have contributed to the history of science and technology in the United States. Covering eras from colonial times to the present day in three chronological volumes, the entries include innovations in fields such as architecture, civil engineering, transportation, energy, mining and oil industries, chemical industries, electronics, computer and information technology, communications (television, radio, and print), agriculture and food technology, and military technology. The A–Z entries address key individuals, events, organizations, and legislation related to themes such as industry, consumer and medical technology, military technology, computer technology, and space science, among others, enabling readers to understand how specific inventions, technological systems, individuals, and events influenced the history, cultural development, and even self-identity of the United States and its people. The information also spotlights how American culture, the U.S. government, and American society have specifically influenced technological development.

Western Japaneseness: Intercultural Translations of Japan in Western Media

Western Japaneseness: Intercultural Translations of Japan in Western Media
Author :
Publisher : Vernon Press
Total Pages : 174
Release :
ISBN-10 : 9781648891540
ISBN-13 : 1648891543
Rating : 4/5 (40 Downloads)

Synopsis Western Japaneseness: Intercultural Translations of Japan in Western Media by : Frank Jacob

Our images of non-Western cultures are often based on stereotypes that are replicated over the years. These stereotypes often appear in popular media and are responsible for a pre-set image of otherness. The present book investigates these processes and the media representation of otherness, especially as an artificial construct based on stereotypes and their repetition, in the case of Japan. 'Western Japaneseness' thereby illustrates how the Western image of Japan in popular media is rather a construct that, in a way, replicated itself, instead of a more serious encounter with a foreign and different cultural context. This book will be of great value to students and academics who hold interest in media studies, Japanese studies, and cultural studies. It will also appeal to a broader audience with interests in Japan more generally.

How to Play Video Games

How to Play Video Games
Author :
Publisher : NYU Press
Total Pages : 376
Release :
ISBN-10 : 9781479805921
ISBN-13 : 1479805920
Rating : 4/5 (21 Downloads)

Synopsis How to Play Video Games by : Matthew Thomas Payne

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.