Gamers
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Author |
: Jamie Madigan |
Publisher |
: Rowman & Littlefield Publishers |
Total Pages |
: 0 |
Release |
: 2019-01-15 |
ISBN-10 |
: 1538121336 |
ISBN-13 |
: 9781538121337 |
Rating |
: 4/5 (36 Downloads) |
Synopsis Getting Gamers by : Jamie Madigan
A psychologist and life-long fan of video games helps you understand what psychology has to say about why video games and mobile game apps are designed the way they are, why players behave as they do, and the psychological tricks used to market and sell them.
Author |
: Garry Crawford |
Publisher |
: Routledge |
Total Pages |
: 211 |
Release |
: 2011-08-04 |
ISBN-10 |
: 9781135178864 |
ISBN-13 |
: 1135178860 |
Rating |
: 4/5 (64 Downloads) |
Synopsis Video Gamers by : Garry Crawford
Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are engaged with and experienced in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding gaming practices.
Author |
: Liz Cooper |
Publisher |
: |
Total Pages |
: |
Release |
: 2017-09 |
ISBN-10 |
: 0999663402 |
ISBN-13 |
: 9780999663400 |
Rating |
: 4/5 (02 Downloads) |
Synopsis Gamers for Good Presents Undertale by : Liz Cooper
Gamers for Good Presents: Undertale is a collaborative effort by artists around the world who have contributed their time and talent to create this beautiful Undertale inspired art book. You can expect to see a selection of these illustrations, paintings, 3D renders, cosplays, crafts, and photographs presented with custom artwork and beautiful page design layouts.
Author |
: Jennifer Malkowski |
Publisher |
: |
Total Pages |
: 260 |
Release |
: 2017 |
ISBN-10 |
: 0253026474 |
ISBN-13 |
: 9780253026477 |
Rating |
: 4/5 (74 Downloads) |
Synopsis Gaming Representation by : Jennifer Malkowski
Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.
Author |
: Trent Reedy |
Publisher |
: Scholastic Inc. |
Total Pages |
: 267 |
Release |
: 2018-11-27 |
ISBN-10 |
: 9781338045314 |
ISBN-13 |
: 1338045318 |
Rating |
: 4/5 (14 Downloads) |
Synopsis Gamer Army by : Trent Reedy
In this timely and thrilling novel, Ender's Game meets Ready Player One and several terabytes of fast-paced video game action as five gamers are recruited into a tech giant's secret program. After Rogan Webber levels up yet again on his favorite video game, Laser Viper, the world-famous creator of the game invites him to join the five best players in the country for an exclusive tournament. The gamers are flown to the tech mogul's headquarters, where they stay in luxury dorms and test out cutting edge virtual-reality gaming equipment, doing digital battle as powerful fighting robots. It's the ultimate gaming experience.But as the contest continues, the missions become harder, losing gamers are eliminated, and the remaining contestants face the growing suspicion that the game may not be what it seems. Why do the soldiers and robots they fight in Laser Viper act so weird? What's behind the strange game glitches? And why does the game feel so... real?Rogan and his gamer rivals must come together, summoning the collective power of their Gamer Army to discover the truth and make things right... in a dangerous world where video games have invaded reality.
Author |
: G. Hawisher |
Publisher |
: Springer |
Total Pages |
: 275 |
Release |
: 2016-06-07 |
ISBN-10 |
: 9780230601765 |
ISBN-13 |
: 0230601766 |
Rating |
: 4/5 (65 Downloads) |
Synopsis Gaming Lives in the Twenty-First Century by : G. Hawisher
This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.
Author |
: Harald Warmelink |
Publisher |
: Routledge |
Total Pages |
: 249 |
Release |
: 2014-02-03 |
ISBN-10 |
: 9781135040246 |
ISBN-13 |
: 1135040249 |
Rating |
: 4/5 (46 Downloads) |
Synopsis Online Gaming and Playful Organization by : Harald Warmelink
Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the “real” world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations.
Author |
: Mark J. Campbell |
Publisher |
: Frontiers Media SA |
Total Pages |
: 117 |
Release |
: 2021-06-16 |
ISBN-10 |
: 9782889668816 |
ISBN-13 |
: 2889668819 |
Rating |
: 4/5 (16 Downloads) |
Synopsis Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives by : Mark J. Campbell
Author |
: |
Publisher |
: |
Total Pages |
: 84 |
Release |
: 2008-08 |
ISBN-10 |
: |
ISBN-13 |
: |
Rating |
: 4/5 ( Downloads) |
Synopsis GameAxis Unwired by :
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.
Author |
: Dal Yong Jin |
Publisher |
: MIT Press |
Total Pages |
: 201 |
Release |
: 2010-10-01 |
ISBN-10 |
: 9780262288965 |
ISBN-13 |
: 0262288966 |
Rating |
: 4/5 (65 Downloads) |
Synopsis Korea's Online Gaming Empire by : Dal Yong Jin
The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.