Codename Revolution

Codename Revolution
Author :
Publisher : MIT Press
Total Pages : 215
Release :
ISBN-10 : 9780262553780
ISBN-13 : 0262553783
Rating : 4/5 (80 Downloads)

Synopsis Codename Revolution by : Steven E. Jones

Nintendo's hugely popular and influential video game console system considered as technological device and social phenomenon. The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or “Wiimote”) play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. This book describes the Wii's impact in technological, social, and cultural terms, examining the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space. Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: the console itself, designed to be low-powered and nimble; the iconic Wii Remote; Wii Fit Plus, and its controller, the Wii Balance Board; the Wii Channels interface and Nintendo's distribution system; and the Wii as a social platform that not only affords multiplayer options but also encourages social interaction in shared physical space. Finally, the authors connect the Wii's revolution in mimetic interface gaming—which eventually led to the release of Sony's Move and Microsoft's Kinect—to some of the economic and technological conditions that influence the possibility of making something new in this arena of computing and culture.

Who Are You?

Who Are You?
Author :
Publisher : MIT Press
Total Pages : 282
Release :
ISBN-10 : 9780262360463
ISBN-13 : 0262360462
Rating : 4/5 (63 Downloads)

Synopsis Who Are You? by : Alex Custodio

Celebrate Nintendo’s Game Boy Advance in this video game history that traces the handheld’s network of hardware and software afterlives! In 2002, Nintendo of America launched an international marketing campaign for the Game Boy Advance that revolved around the slogan “Who Are You?”—asking potential buyers which Nintendo character, game, or even device they identified with and attempting to sell a new product by exploiting players’ nostalgic connections to earlier ones. Today, nearly 2 decades after its release, and despite the development of newer and more powerful systems, Nintendo’s Game Boy Advance lives on, through a community that continues to hack, modify, emulate, make, break, remake, redesign, trade, use, love, and play with the platform. In Who Are You?, Alex Custidio considers each component of this network—hardware, software, peripheral, or practice—to illuminates the platform’s unique features as a computational system and a cultural artifact. You’ll learn about: • The evolution of Nintendo’s handhelds and consoles, and how they embed nostalgia into the hardware • Nintendo’s expansion of the Game Boy Advance platform through interoperability • Physical and affective engagement with the Game Boy Advance • Portability, private space, and social interaction • The platformization of nostalgia • Fan-generated content including homebrew, hacking, and hardware modding • And much more! Although the Game Boy Advance is neither the most powerful nor the most popular of Nintendo's handhelds, Custodio argues, it is the platform that most fundamentally embodies Nintendo's reliance on the aesthetics and materiality of nostalgia.

Codename Greenkil

Codename Greenkil
Author :
Publisher : University of Georgia Press
Total Pages : 356
Release :
ISBN-10 : 9780820331485
ISBN-13 : 0820331481
Rating : 4/5 (85 Downloads)

Synopsis Codename Greenkil by : Elizabeth Wheaton

On November 3, 1979, in a Greensboro, North Carolina, housing project, gunfire erupted when a group of Klansmen and Nazis responded to public challenges to "face the wrath of the people" at a Communist-sponsored anti-Klan demonstration. Eighty-eight terror-filled seconds later, four demonstrators were dead, one was dying, and nine others were wounded. All of the dead were members of the Communist Workers Party (CWP). In Codename Greenkil, Elizabeth Wheaton goes behind the scenes of the shootings to reveal the sixteen-year history of people and events that set the stage for the tragedy and its aftermath. In her new afterword, Wheaton looks at the legacy of the shootings, focusing in particular on the survivor-initiated Greensboro Truth and Reconciliation Commission, whose members were empaneled in June 2004 and issued their final report in May 2006.

Game Time

Game Time
Author :
Publisher : Indiana University Press
Total Pages : 273
Release :
ISBN-10 : 9780253032843
ISBN-13 : 0253032849
Rating : 4/5 (43 Downloads)

Synopsis Game Time by : Christopher Hanson

Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.

Playable Bodies

Playable Bodies
Author :
Publisher : Oxford University Press
Total Pages : 257
Release :
ISBN-10 : 9780190257859
ISBN-13 : 0190257857
Rating : 4/5 (59 Downloads)

Synopsis Playable Bodies by : Kiri Miller

What happens when machines teach humans to dance? Dance video games transform players' experiences of popular music, invite experimentation with gendered and racialized movement styles, and present new possibilities for teaching, learning, and archiving choreography. Drawing on five years of research with players, game designers, and choreographers for the Just Dance and Dance Central games, Playable Bodies situates dance games in a media ecology that includes the larger game industry, viral music videos, reality TV competitions, marketing campaigns, and emerging surveillance technologies. Author Kiri Miller tracks the circulation of dance gameplay and related body projects across media platforms to reveal how dance games function as intimate media, configuring new relationships among humans, interfaces, music and dance repertoires, and social media practices.

Ethical Hacking and Penetration Testing Guide

Ethical Hacking and Penetration Testing Guide
Author :
Publisher : CRC Press
Total Pages : 524
Release :
ISBN-10 : 9781482231625
ISBN-13 : 148223162X
Rating : 4/5 (25 Downloads)

Synopsis Ethical Hacking and Penetration Testing Guide by : Rafay Baloch

Requiring no prior hacking experience, Ethical Hacking and Penetration Testing Guide supplies a complete introduction to the steps required to complete a penetration test, or ethical hack, from beginning to end. You will learn how to properly utilize and interpret the results of modern-day hacking tools, which are required to complete a penetration test. The book covers a wide range of tools, including Backtrack Linux, Google reconnaissance, MetaGooFil, dig, Nmap, Nessus, Metasploit, Fast Track Autopwn, Netcat, and Hacker Defender rootkit. Supplying a simple and clean explanation of how to effectively utilize these tools, it details a four-step methodology for conducting an effective penetration test or hack.Providing an accessible introduction to penetration testing and hacking, the book supplies you with a fundamental understanding of offensive security. After completing the book you will be prepared to take on in-depth and advanced topics in hacking and penetration testing. The book walks you through each of the steps and tools in a structured, orderly manner allowing you to understand how the output from each tool can be fully utilized in the subsequent phases of the penetration test. This process will allow you to clearly see how the various tools and phases relate to each other. An ideal resource for those who want to learn about ethical hacking but don‘t know where to start, this book will help take your hacking skills to the next level. The topics described in this book comply with international standards and with what is being taught in international certifications.

The Evolution and Social Impact of Video Game Economics

The Evolution and Social Impact of Video Game Economics
Author :
Publisher : Lexington Books
Total Pages : 182
Release :
ISBN-10 : 9781498543422
ISBN-13 : 1498543421
Rating : 4/5 (22 Downloads)

Synopsis The Evolution and Social Impact of Video Game Economics by : Casey B. Hart

Today, consumers of video games spend over $22.4 billion each year; using more complex and multi-layered strategies, game developers attempt to extend the profitability of their products from a simple one-time sale, to continuous engagement with the consumer. The Evolution and Social Impact of Video Game Economics examines paradigmatic changes in the economic structure of the video game industry from a media effects and game design perspective. This book explores how game developers have changed how they engage players in order to facilitate continuous financial transactions. Contributors look from the advent of microtransactions and downloadable content (DLCs) to the impact of planned obsolescence, impulse buying, and emotional control. This collection takes a broad view of the game dynamics and market forces that drive the video game industry, and features international contributors from Asia, Europe, and Australia.

Media in Mind

Media in Mind
Author :
Publisher :
Total Pages : 225
Release :
ISBN-10 : 9780190872519
ISBN-13 : 0190872519
Rating : 4/5 (19 Downloads)

Synopsis Media in Mind by : Daniel Reynolds

Where do you end, and where do media begin? In Media in Mind, author Daniel Reynolds draws upon naturalist philosophies of the mind from John Dewey through contemporary theories of embodied and extended cognition to make the case that the lines separating media from the minds of their users are not blurry or variable so much as they never existed to begin with. Through analyses of films and video games from 1900 to the present, Media in Mind shows how media forms and technologies challenge dominant models of perception and mental representation, and how they complicate theoretical understanding of concepts like the platform and the interface. In order to do justice to the profound and literally mind-changing power of media, Reynolds argues, we need to think not so much about the relationship between media and the mind as about the roles that media play in our minds. Through this crucial distinction, Media in Mind surveys more than a century of media theory to illustrate the ways that scholars of film and digital media have situated and reconsidered a series of divisions between media, user, and world, and how these conceptual divisions have reflected and inflected their ways of understanding the mind.

Women in Gaming: 100 Professionals of Play

Women in Gaming: 100 Professionals of Play
Author :
Publisher : Penguin
Total Pages : 354
Release :
ISBN-10 : 9780744019933
ISBN-13 : 0744019931
Rating : 4/5 (33 Downloads)

Synopsis Women in Gaming: 100 Professionals of Play by : Meagan Marie

Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.

Ethnomusicology: A Contemporary Reader, Volume II

Ethnomusicology: A Contemporary Reader, Volume II
Author :
Publisher : Routledge
Total Pages : 474
Release :
ISBN-10 : 9781315439143
ISBN-13 : 131543914X
Rating : 4/5 (43 Downloads)

Synopsis Ethnomusicology: A Contemporary Reader, Volume II by : Jennifer C. Post

Ethnomusicology: A Contemporary Reader, Volume II provides an overview of developments in the study of ethnomusicology in the twenty-first century, offering an introduction to contemporary issues relevant to the field. Nineteen essays, written by an international array of scholars, highlight the relationship between current issues in the discipline and ethnomusicologists’ engagement with issues such as advocacy, poverty and social participation, maintaining intangible cultural heritages, and ecological concerns. It provides a forum for rethinking the discipline’s identity in terms of major themes and issues to which ethnomusicologists have turned their attention since Volume I published in 2005. The collection of essays is organized into six sections: Property and Rights Applied Practice Knowledge and Agency Community and Social Space Embodiment and Cognition Curating Sound Volume II serves as a basic introduction to the best writing in the field for students, professors, and music professionals, perfect for both introductory and upper level courses in world music. Together with the first volume, Ethnomusicology: A Contemporary Reader, Volume II provides a comprehensive survey of current research directions.