Featuring interviews with the creators of 39 popular video games--including Halo 3, Call of Duty: Modern Warfare, Medal of Honor and Metroid Prime--this book gives a behind-the-scenes look at the origins of some of the most iconic shooter games. Interviewees recount endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the genre and the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.
Featuring interviews with the creators of 36 popular video games--including Deus Ex, Night Trap, Mortal Kombat, Wasteland and NBA Jam--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of all time. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
Shooter is a visual portrait of war--the perseverance, heroism, and survival--narrated through stunning photographs and powerful essays from a female combat photographer.
A behavioral scientist explores love, belongingness, and fulfillment, focusing on how modern technology can both help and hinder our need to connect. A Next Big Idea Club nominee. Millions of people around the world are not getting the physical, emotional, and intellectual intimacy they crave. Through the wonders of modern technology, we are connecting with more people more often than ever before, but are these connections what we long for? Pandemic isolation has made us even more alone. In Out of Touch, Professor of Psychology Michelle Drouin investigates what she calls our intimacy famine, exploring love, belongingness, and fulfillment and considering why relationships carried out on technological platforms may leave us starving for physical connection. Drouin puts it this way: when most of our interactions are through social media, we are taking tiny hits of dopamine rather than the huge shots of oxytocin that an intimate in-person relationship would provide. Drouin explains that intimacy is not just sex—although of course sex is an important part of intimacy. But how important? Drouin reports on surveys that millennials (perhaps distracted by constant Tinder-swiping) have less sex than previous generations. She discusses pandemic puppies, professional cuddlers, the importance of touch, “desire discrepancy” in marriage, and the value of friendships. Online dating, she suggests, might give users too many options; and the internet facilitates “infidelity-related behaviors.” Some technological advances will help us develop and maintain intimate relationships—our phones, for example, can be bridges to emotional support. Some, on the other hand, might leave us out of touch. Drouin explores both of these possibilities.
Ten years after the school massacre at Columbine High School in Colorado, school shootings are a new and alarming epidemic. While sociologists have attributed the trigger of violence to peer pressure, such as bullying and social isolation, prominent psychologist Peter Langman, argues here that psychological causes are responsible. Drawing on 20 years of clinical experience, Langman offers surprising reasons for why some teens become violent. Langman divides shooters into three categories, and he discusses the role of personality, trauma, and psychosis among school shooters. From examining the material evidence of notorious school shooters at Columbine and Virginia Tech to addressing the mental states of the violent youths he treats, Langman shows how to identify early signs of homicide-prone youth and what preventive measures educators, parents and communities can take to protect themselves from the tragedy.
Brian Enos's Practical Shooting, Beyond Fundamentals - often considered the competitive shooters bible - includes in-depth coverage of the technical and mental aspects of training and competition, and will offer new insights as you continue to improve. "There is only one person in the world who I would allow to talk to my students, and that is Brian Enos." Rob Leatham, 15+ time National & World IPSC Champion. This isn't just another "how to fire a gun" book. This one talks about shooting.... The keys to consistent, high-speed shooting are within you right now. This book will show you ways to bring them out. Through Brian's advice, you'll learn how to recognize and break down the barriers that are limiting your performance—you may begin to look at shooting in an entirely different way. You'll learn to pressure-proof your match performance, how different types of shooting require different focal points, and you'll see how to develop an attitude that will let you reach beyond what you thought was your potential. You'll find a comprehensive set of exercises that will develop and sharpen your skills. You'll see how it's possible to drive the gun to wherever your eye can look. You'll discover that everything you need to know about your technique is told by the gun, if you know how to listen to it. And all the challenges and advanced techniques of practical shooting are covered too: prone, barricade, single-hand shooting, multiple targets, reloading, shooting on the move, and much more. You'll also get inside tips on IPSC strategies, steel shooting, shootoff tactics, Bianchi, and more. Chapters include: - Awareness & Focus - Tools of Shooting - Creative Shooting - Specific Challenges - Competition - Development - Shooting Tools - Revolver Shooting - Group Shooting
Violent video games are successfully marketed to and easily obtained by children and adolescents. Even the U.S. government distributes one such game, America's Army, through both the internet and its recruiting offices. Is there any scientific evidence to support the claims that violent games contribute to aggressive and violent behavior? As the first book to unite empirical research on and public policy options for violent video games, Violent Video Game Effects on Children and Adolescents will be an invaluable resource for student and professional researchers in social and developmental psychology and media studies.
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.
The relationship between story and game, and related questions of electronic writing and play, examined through a series of discussions among new media creators and theorists.