Digital Games Revised Edition
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Author |
: Ananda Mitra |
Publisher |
: Infobase Holdings, Inc |
Total Pages |
: 126 |
Release |
: 2020-03-01 |
ISBN-10 |
: 9781438182650 |
ISBN-13 |
: 1438182651 |
Rating |
: 4/5 (50 Downloads) |
Synopsis Digital Games, Revised Edition by : Ananda Mitra
In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games have come a long way since they were developed in the 1970s. In the past, game programs used a computer-like gadget that could be connected to the television. The players would look at the image on the television screen, hence the name "video game." With the development of personal computers in the 1980s, the computer monitor became a more popular display device, leading to the new term "computer game." These terms, along with "digital game," are now interchangeable. Digital Games, Revised Edition explains the history of digital games, explores how the games have affected players and society, and discusses emerging trends in the digital gaming industry.
Author |
: David H. Ahl |
Publisher |
: |
Total Pages |
: 185 |
Release |
: 1981 |
ISBN-10 |
: OCLC:28877106 |
ISBN-13 |
: |
Rating |
: 4/5 (06 Downloads) |
Synopsis Basic Computer Games by : David H. Ahl
Author |
: Ananda Mitra |
Publisher |
: Chelsea House Publications |
Total Pages |
: 0 |
Release |
: 2020-03 |
ISBN-10 |
: 9798887252797 |
ISBN-13 |
: |
Rating |
: 4/5 (97 Downloads) |
Synopsis Digital Games, Revised Edition by : Ananda Mitra
In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games have come a long way since they were developed in the 1970s. In the past, game programs used a computer-like gadget that could be connected to the television. The players would look at the image on the television screen, hence the name "video game." With the development of personal computers in the 1980s, the computer monitor became a more popular display device, leading to the new term "computer game." These terms, along with "digital game," are now interchangeable. Digital Games, Revised Edition explains the history of digital games, explores how the games have affected players and society, and discusses emerging trends in the digital gaming industry.
Author |
: Johannes Fromme |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 694 |
Release |
: 2012-06-14 |
ISBN-10 |
: 9789400727779 |
ISBN-13 |
: 9400727771 |
Rating |
: 4/5 (79 Downloads) |
Synopsis Computer Games and New Media Cultures by : Johannes Fromme
Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Author |
: James Paul Gee |
Publisher |
: Peter Lang |
Total Pages |
: 212 |
Release |
: 2007 |
ISBN-10 |
: 0820497037 |
ISBN-13 |
: 9780820497037 |
Rating |
: 4/5 (37 Downloads) |
Synopsis Good Video Games + Good Learning by : James Paul Gee
Textbook
Author |
: Chrissie Scelsi |
Publisher |
: American Bar Association |
Total Pages |
: 0 |
Release |
: 2019 |
ISBN-10 |
: 1634251180 |
ISBN-13 |
: 9781634251181 |
Rating |
: 4/5 (80 Downloads) |
Synopsis Computer Games and Immersive Entertainment by : Chrissie Scelsi
The U.S. video game industry revenue has continued to grow to a total of $36 billion in both hardware and software sales, more than doubling in less than a decade. Fueling this growth at breakneck speed is the evolution of technology. With the rapid expansion of the video game and immersive entertainment industry and technology's continued evolution, intellectual property law plays an increasingly prominent role in this arena. Game developers routinely wrestle with all aspects of IP law and need informed legal counsel on a multitude of issues, including end-user license agreements, ownership of user-generated content, the scope of copyright protection, remedies for trade secret appropriation, approaches for simulating reality without running afoul of existing trademark rights of real-world companies and people, and more. Providing a one-of-a-kind aid for counseling clients about the issues involved in the industry, the second edition of Computer Games and Immersive Entertainment covers a broad range of topics to help lawyers develop creative solutions to protect their clients while still engaging the players and end-users. Topics include: - Contracts, including EULAs, TOS, and TOU agreements- Copyrights- Patents- Trademarks- Trade secrets- Rights of publicity- International considerations, and more
Author |
: Aphra Kerr |
Publisher |
: SAGE |
Total Pages |
: 198 |
Release |
: 2006-04-06 |
ISBN-10 |
: 1412900476 |
ISBN-13 |
: 9781412900478 |
Rating |
: 4/5 (76 Downloads) |
Synopsis The Business and Culture of Digital Games by : Aphra Kerr
This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.
Author |
: Constance Steinkuehler |
Publisher |
: Cambridge University Press |
Total Pages |
: 489 |
Release |
: 2012-06-11 |
ISBN-10 |
: 9781139510219 |
ISBN-13 |
: 1139510215 |
Rating |
: 4/5 (19 Downloads) |
Synopsis Games, Learning, and Society by : Constance Steinkuehler
This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.
Author |
: Felipe Pepe |
Publisher |
: |
Total Pages |
: 528 |
Release |
: 2019-09 |
ISBN-10 |
: 1999353307 |
ISBN-13 |
: 9781999353308 |
Rating |
: 4/5 (07 Downloads) |
Synopsis The CRPG Book: A Guide to Computer Role-Playing Games by : Felipe Pepe
Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.
Author |
: Baek, Young Kyun |
Publisher |
: IGI Global |
Total Pages |
: 358 |
Release |
: 2010-05-31 |
ISBN-10 |
: 9781615207145 |
ISBN-13 |
: 1615207147 |
Rating |
: 4/5 (45 Downloads) |
Synopsis Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study by : Baek, Young Kyun
As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.