iPod, YouTube, Wii Play

iPod, YouTube, Wii Play

Author: D. Brent Laytham

Publisher: Wipf and Stock Publishers

Published: 2012-10-10

Total Pages: 221

ISBN-13: 1556355092

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Should Christians w00t or wail about the scope and power of modern entertainment? Maybe both. But first, Christians should think theologically about our human passion to be enteprtained as it relates to the popular culture that entertains us. Avoiding the one-size-fits-all celebrations and condemnations that characterize the current fad of pop culture analyses, this book engages entertainments case by case, uncovering the imaginative patterns and shaping power of our amusements. Individual chapters weave together analyses of entertainment forms, formats, technologies, trends, contents, and audiences to display entertainment as a multifaceted formational ecology.


Wii For Dummies

Wii For Dummies

Author: Kyle Orland

Publisher: John Wiley & Sons

Published: 2010-03-04

Total Pages: 334

ISBN-13: 0470872551

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Just got a Nintendo Wii game console? Thinking about one? Wii offers video games, exercise tools, the opportunity to create a cool Mii character, and lot of other entertainment options. Wii For Dummies shows you how to get the most from this fun family game system. This book shows you how to get physical with Wii Sports, turn game time into family time, make exercise fun with Wii Fit, and discover Wii’s hidden talents, like displaying photos and browsing the Web. You’ll learn how to: Hook up the Wii to your TV, home entertainment setup, or high-speed Internet connection Get familiar with Wii’s unique controllers and learn to use the Nunchuk, Balance Board, Wheel, and Zapper Explore the Wii Channels where you can shop for new games, play games online, check the news, and even watch videos Create Mii avatars you can share, enter in contests, and use in games Learn to use your whole body as a controller and get fit while you play Identify the best games for parties, family events, nostalgia buffs, and even non-gamers Build your skill at Wii tennis, golf, baseball, bowling, and boxing Use the Wii Message Board and full-featured Web browser With tips on choosing games, hot Wii Web sites, how to enjoy photos and slideshows on your Wii, and ways to prevent damage to (and from) Wii remotes, Wii For Dummies makes your new high-tech toy more fun than ever.


The Video Games Guide

The Video Games Guide

Author: Matt Fox

Publisher: McFarland

Published: 2013-01-17

Total Pages: 385

ISBN-13: 078647257X

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The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.


What Is a Game?

What Is a Game?

Author: Gaines S. Hubbell

Publisher: McFarland

Published: 2020-02-28

Total Pages: 292

ISBN-13: 147666837X

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What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.


Gender, Age, and Digital Games in the Domestic Context

Gender, Age, and Digital Games in the Domestic Context

Author: Alison Harvey

Publisher: Routledge

Published: 2015-03-27

Total Pages: 158

ISBN-13: 1317632974

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Western digital game play has shifted in important ways over the last decade, with a plethora of personal devices affording a range of increasingly diverse play experiences. Despite the celebration of a more inclusive environment of digital game play, very little grounded research has been devoted to the examination of familial play and the domestication of digital games, as opposed to evolving public and educational contexts. This book is the first study to provide a situated investigation of the site of family play— the shared spaces and private places of gameplay within the domestic sphere. It carries out an empirically grounded and critical analysis of what marketing and sales discourses about shifts in the digital games audience actually look like in the space of the home, as well as the social and cultural role these ludic technologies take in the everyday practices of the family in the domestic context. It examines the material realities of video game technologies in the home; including time management and spatial organization, as well as the discursive role these devices play in discussions of technological competence and its complex relationship to age, generational differences, and gender performance. Harvey’s interdisciplinary approach and innovative methodology will hold great critical appeal for those studying digital culture, children’s media, and feminist studies of new media, as well as critical theories of technology and leisure and sport theory.


Monster Codex

Monster Codex

Author: Jason Bulmahn

Publisher: Paizo Pub Llc

Published: 2014-11-04

Total Pages: 256

ISBN-13: 9781601256867

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"With Pathfinder RPG Monster Codex, fleshed-out hordes are at your fingertips! This volume presents a trove of entries for 20 classic monster races, giving you new ways to use your favorite monsters in a variety of enounters and challenge levels. Pathfinder RPG Monster Codex is an indispensable companion to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary."--Back cover.


Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends

Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends

Author: Ferdig, Richard E.

Publisher: IGI Global

Published: 2012-01-31

Total Pages: 389

ISBN-13: 1466600306

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Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.


Proceedings of the Sixth Australasian Conference on Interactive Entertainment

Proceedings of the Sixth Australasian Conference on Interactive Entertainment

Author: Malcolm Ryan

Publisher: Yusuf Pisan

Published: 2009-12-17

Total Pages: 105

ISBN-13: 1450300103

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IE '09: The 6th Australasian Conference on Interactive Entertainment Dec 17, 2009-Dec 19, 2009 Sydney, Australia. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.


Super Mario

Super Mario

Author: Jeff Ryan

Publisher: Penguin

Published: 2011-08-04

Total Pages: 226

ISBN-13: 1101517638

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The story of Nintendo's rise and the beloved icon who made it possible. Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: *Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. *Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. *The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.