The Awesome Inner Workings Of Video Games
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Author |
: Arie Kaplan |
Publisher |
: Lerner Publications ™ |
Total Pages |
: 36 |
Release |
: 2017-01-01 |
ISBN-10 |
: 9781512452044 |
ISBN-13 |
: 1512452041 |
Rating |
: 4/5 (44 Downloads) |
Synopsis The Awesome Inner Workings of Video Games by : Arie Kaplan
Gamers, beware—your video games can think for themselves! Ever wondered what's inside the plastic of your video game console but don't want to crack it open to find out? Crack open this book instead! You'll learn what computer code looks like, how a game console's "brain" makes decisions, and how its memory allows you to return to play each day without starting from scratch.
Author |
: Arie Kaplan |
Publisher |
: Lerner Publications ™ |
Total Pages |
: 36 |
Release |
: 2017-01-01 |
ISBN-10 |
: 9781512452082 |
ISBN-13 |
: 1512452084 |
Rating |
: 4/5 (82 Downloads) |
Synopsis The Brain-Boosting Benefits of Gaming by : Arie Kaplan
Has anyone ever told you gamers out there that your time would be better spent studying? Well, don't let go of that joystick just yet! Turns out, advancing to that next level of Super Mario Brothers has a similar effect on your brain as getting an A on your spelling test. Video games have been successful at training elite groups in the U.S. military and future doctors. Discover how they can help boost your brain power too!
Author |
: Steven Poole |
Publisher |
: Arcade Publishing |
Total Pages |
: 268 |
Release |
: 2004 |
ISBN-10 |
: 1559705981 |
ISBN-13 |
: 9781559705981 |
Rating |
: 4/5 (81 Downloads) |
Synopsis Trigger Happy by : Steven Poole
Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.
Author |
: Marc Mencher |
Publisher |
: New Riders Publishing |
Total Pages |
: 324 |
Release |
: 2003 |
ISBN-10 |
: 0735713073 |
ISBN-13 |
: 9780735713079 |
Rating |
: 4/5 (73 Downloads) |
Synopsis Get in the Game! by : Marc Mencher
Learn from industry insiders at Sony, Pixar, InfoGames, Electronic Arts and Midway about how they got in the game. Despite the fact that the games industry has now surpassed films in terms of size and revenues, there is a dearth of information on how to get a job in the industry.This book answers those questions.
Author |
: Jason Schreier |
Publisher |
: Grand Central Publishing |
Total Pages |
: 304 |
Release |
: 2021-05-11 |
ISBN-10 |
: 9781538735480 |
ISBN-13 |
: 1538735482 |
Rating |
: 4/5 (80 Downloads) |
Synopsis Press Reset by : Jason Schreier
From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart—and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games—Bioshock Infinite, Epic Mickey, Dead Space, and more—on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games—and whether the business of making games can change before it's too late.
Author |
: Miguel Á. Bernal-Merino |
Publisher |
: Routledge |
Total Pages |
: 323 |
Release |
: 2014-09-19 |
ISBN-10 |
: 9781317617846 |
ISBN-13 |
: 1317617843 |
Rating |
: 4/5 (46 Downloads) |
Synopsis Translation and Localisation in Video Games by : Miguel Á. Bernal-Merino
This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry – understood as a global phenomenon in entertainment – and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game’s virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merino incorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework, Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.
Author |
: Kurt Squire |
Publisher |
: Teachers College Press |
Total Pages |
: 0 |
Release |
: 2011-07-09 |
ISBN-10 |
: 0807751995 |
ISBN-13 |
: 9780807751992 |
Rating |
: 4/5 (95 Downloads) |
Synopsis Video Games and Learning by : Kurt Squire
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.
Author |
: Joost van Dreunen |
Publisher |
: Columbia University Press |
Total Pages |
: 317 |
Release |
: 2020-10-06 |
ISBN-10 |
: 9780231552219 |
ISBN-13 |
: 0231552211 |
Rating |
: 4/5 (19 Downloads) |
Synopsis One Up by : Joost van Dreunen
What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.
Author |
: Brian J. Wardyga |
Publisher |
: CRC Press |
Total Pages |
: 806 |
Release |
: 2018-08-06 |
ISBN-10 |
: 9781351172349 |
ISBN-13 |
: 1351172344 |
Rating |
: 4/5 (49 Downloads) |
Synopsis The Video Games Textbook by : Brian J. Wardyga
The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market
Author |
: Harold Goldberg |
Publisher |
: Crown Archetype |
Total Pages |
: 354 |
Release |
: 2011-04-05 |
ISBN-10 |
: 9780307463562 |
ISBN-13 |
: 0307463567 |
Rating |
: 4/5 (62 Downloads) |
Synopsis All Your Base Are Belong to Us by : Harold Goldberg
Through the stories of gaming's greatest innovations and most beloved creations, journalist Harold Goldberg captures the creativity, controversy--and passion--behind the videogame's meteoric rise to the top of the pop-culture pantheon. Over the last fifty years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment. But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth? Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium. Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!