Optic Gaming
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Author |
: H3CZ |
Publisher |
: HarperCollins |
Total Pages |
: 188 |
Release |
: 2016-05-17 |
ISBN-10 |
: 9780062449306 |
ISBN-13 |
: 0062449303 |
Rating |
: 4/5 (06 Downloads) |
Synopsis OpTic Gaming by : H3CZ
OpTic Gaming, the four-time Call of Duty Major League Gaming Champions and one of the top eSports teams in the world, now takes fans behind the controller—into the game and the minds of the greatest gamers in the world—in this fascinating and unique memoir and insider guide. Emerging on the scene in 2006, OpTic Gaming has dominated the Call of Duty e-sports arena, thanks to the talents of legendary players such as Matt “NaDeSHoT” Haag, the biggest eSports personality on earth; Seth “Scump” Abner, the best Call of Duty player in the world; Midnite, one of the first girl gamers to rise to stardom on YouTube; and Hector “H3CZ” Rodriguez, the team founder and CEO. With over 14 million followers across social platforms like Twitter, Facebook and YouTube, no other team of players in eSports can match OpTic's popularity or ability to bring fans into the game. Now, these remarkable players have collaborated to produce this one-of-a-kind book. In OpTic Gaming, they candidly share their story of becoming Call of Duty's global royalty—ESPN XGAMES, MLG, ESWC and GFINITY champions—laying bare their lives, exploring what it takes to make it in professional gaming, and speaking honestly about the consequences of their newfound fame. These best-of-the-best take you behind the controller, offering insights, knowledge, and strategies to help you improve your shot, master the most complex maps, and conquer the game with the ultimate weapons. Going beyond their number-one game, the team also discusses the rest of their lineups and how to become a champion in any arena. Revealing their go-to strategies, best missions, and favorite challenges, OpTic Gaming brings fans closer to these wildly popular professional gamers more than ever before.
Author |
: William Collis |
Publisher |
: Rosetta Books |
Total Pages |
: 199 |
Release |
: 2020-08-04 |
ISBN-10 |
: 9781948122580 |
ISBN-13 |
: 1948122588 |
Rating |
: 4/5 (80 Downloads) |
Synopsis The Book of Esports by : William Collis
The definitive guide to the modern world of competitive gaming and the official history of Esports™. Almost overnight, esports—or competitive video games—have exploded into the largest entertainment and sporting phenomenon in human history. The Book of Esports answers: What exactly are esports, and how did they become so popular so quickly? Why did blockbuster video games like League of Legends, Fortnite and Starcraft succeed? Where exactly is all this video gaming headed? What do gamers and college students need to know to position themselves for success in the industry? How do you create a billion-dollar esports business? What strategic choices drive success in the modern gaming industry? Can video games really get your kid into college? (All expenses paid, of course...) Whether you are a lifelong gamer, a curious Fortnite parent, or a businessperson seeking to understand the marketing opportunities of this multibillion-dollar phenomenon, The Book of Esports charts the rise of this exciting new industry, for the first time ever crafting a comprehensive overview of esports and its implications for human competition—and even the future of humanity itself. Gaming luminary and Harvard MBA William Collis has painstakingly translated esports’ mysteries into a detailed and accessible testament for today. Featuring select interviews from the biggest names in the industry, The Book of Esportsweaves tales of trust, betrayal, and superhuman reflexes into predictive frameworks, explaining exactly why our industry looks the way it does, and how all this growth—and more—is inevitable as the divide between man and machine blurs into oblivion.
Author |
: Claudia Costa Pederson |
Publisher |
: Indiana University Press |
Total Pages |
: 249 |
Release |
: 2021-04-06 |
ISBN-10 |
: 9780253054524 |
ISBN-13 |
: 0253054524 |
Rating |
: 4/5 (24 Downloads) |
Synopsis Gaming Utopia by : Claudia Costa Pederson
In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change. By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality. With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world.
Author |
: Maria Gainza |
Publisher |
: Catapult |
Total Pages |
: 208 |
Release |
: 2019-04-09 |
ISBN-10 |
: 9781948226172 |
ISBN-13 |
: 1948226170 |
Rating |
: 4/5 (72 Downloads) |
Synopsis Optic Nerve by : Maria Gainza
"In this delightful autofiction―the first book by Gainza, an Argentine art critic, to appear in English―a woman delivers pithy assessments of world–class painters along with glimpses of her life, braiding the two into an illuminating whole." ―The New York Times Book Review, Notable Book of the Year and Editors' Choice The narrator of Optic Nerve is an Argentinian woman whose obsession is art. The story of her life is the story of the paintings, and painters, who matter to her. Her intimate, digressive voice guides us through a gallery of moments that have touched her. In these pages, El Greco visits the Sistine Chapel and is appalled by Michelangelo’s bodies. The mystery of Rothko’s refusal to finish murals for the Seagram Building in New York is blended with the story of a hospital in which a prostitute walks the halls while the narrator’s husband receives chemotherapy. Alfred de Dreux visits Géricault’s workshop; Gustave Courbet’s devilish seascapes incite viewers “to have sex, or to eat an apple”; Picasso organizes a cruel banquet in Rousseau’s honor . . . All of these fascinating episodes in art history interact with the narrator’s life in Buenos Aires―her family and work; her loves and losses; her infatuations and disappointments. The effect is of a character refracted by environment, composed by the canvases she studies. Seductive and capricious, Optic Nerve marks the English–language debut of a major Argentinian writer. It is a book that captures, like no other, the mysterious connections between a work of art and the person who perceives it.
Author |
: Gene Luen Yang |
Publisher |
: Macmillan |
Total Pages |
: 164 |
Release |
: 2011-06-07 |
ISBN-10 |
: 9781596432352 |
ISBN-13 |
: 1596432357 |
Rating |
: 4/5 (52 Downloads) |
Synopsis Level Up by : Gene Luen Yang
Dennis, the son of Chinese immigrants, yearns to play video games like his friends and, upon his strict father's death, becomes obsessed with them but later, realizing how his father sacrificed for him, he chooses a nobler path.
Author |
: David J. Gunkel |
Publisher |
: Indiana University Press |
Total Pages |
: 216 |
Release |
: 2018-05-09 |
ISBN-10 |
: 9780253035738 |
ISBN-13 |
: 0253035732 |
Rating |
: 4/5 (38 Downloads) |
Synopsis Gaming the System by : David J. Gunkel
1. This extremely multidisciplinary book engages descriptive and prescriptive methods of study to video games, drawing heavily on philosophical traditions. It will have appeal outside of Film & Media and Philosophy to other areas of scholarly research including Sociology, Anthropology and Political Science. 2.The author is a senior scholar with extensive publications that explore the intersection of philosophy and ethics with digital games and reality. He has a strong presence on Facebook and Twitter as well as a well-designed personal website. He has historically be very engaged with his own digital and social media marketing for books he authors and plans to do the same for this title. 3. The author works to debunk and reframe what readers think they know about video games and digital culture, showing that it is wrong (or at least misguided) and that the important questions are often far more interesting and potentially disturbing than anticipated.
Author |
: Jason R. Rich |
Publisher |
: Simon and Schuster |
Total Pages |
: 312 |
Release |
: 2020-03-24 |
ISBN-10 |
: 9781510757189 |
ISBN-13 |
: 151075718X |
Rating |
: 4/5 (89 Downloads) |
Synopsis Pro Gaming for Fortniters by : Jason R. Rich
For Any Gamer who Has Dreamed of Joining a Pro Gaming Team and Bringing Home $100 Million in Prize Money! Find out what it takes to enter, win, and eventually work your way toward the ultimate live gaming competition: the Fortnite World Cup. Pro Gaming for Fortniters will tell you everything you need to know to compete from home (for free!) in some of the most exciting and lucrative showdowns on Earth. Using the valuable tips in this illustrated, information-packed guide, you’ll be better equipped to: train for and enter the world of competitive gaming upgrade your gaming equipment so you have what you need to win stream your game play experiences online for an audience progress to more advanced Fortnite contests and become a member of a pro-gaming team discover crucial winning strategies, and showcase your talents for all to see Whether you play Fortnite: Battle Royale on a PC, Mac, Xbox One, PlayStation 4, Nintendo Switch, or your mobile device, inside you’ll find the essential tips and secrets you need to be taken seriously in the world of pro gaming. With this illustrated, easy-to-use guide, you’ll gain crucial inside information that can turn your dream into a reality. Pro Gaming for Fortniters provides the ultimate, unofficial player advantage for gaming experts in the making.
Author |
: Christopher Hanson |
Publisher |
: Indiana University Press |
Total Pages |
: 275 |
Release |
: 2018-03-08 |
ISBN-10 |
: 9780253032836 |
ISBN-13 |
: 0253032830 |
Rating |
: 4/5 (36 Downloads) |
Synopsis Game Time by : Christopher Hanson
Pausing, slowing, rewinding, replaying, reactivating, reanimating . . . Has manipulating video game timelines altered our experience of time? “Compelling.” —Choice 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, 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. Features 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. “The text is well-researched, and the introduction is an excellent, focused overview of video game studies.” —Choice
Author |
: Lu Zhouxiang |
Publisher |
: Routledge |
Total Pages |
: 320 |
Release |
: 2022-05-13 |
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.
Author |
: Robert Alan Brookey |
Publisher |
: Indiana University Press |
Total Pages |
: 260 |
Release |
: 2015-01-12 |
ISBN-10 |
: 9780253015051 |
ISBN-13 |
: 0253015057 |
Rating |
: 4/5 (51 Downloads) |
Synopsis Playing to Win by : Robert Alan Brookey
In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.