Virtual Warrior

Virtual Warrior

Author: Ann Lawrence

Publisher:

Published: 2002

Total Pages: 390

ISBN-13: 9780505524928

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Video-game store owner Neil Scott transports himself into a virtual-reality game, where he must protect a beautiful aspiring queen. But in this harsh land vastly different from his own, Neil discovers a life worth struggling for, principles worth fighting for--and the love of a woman that can convince him love is worth dying for. (July)


Online Multiplayer Games

Online Multiplayer Games

Author: William Sims Bainbridge

Publisher: Springer Nature

Published: 2022-05-31

Total Pages: 105

ISBN-13: 3031022688

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This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society


Digital Storytelling

Digital Storytelling

Author: Carolyn Handler Miller

Publisher: Taylor & Francis

Published: 2004-08-05

Total Pages: 474

ISBN-13: 1136145095

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Create engrossing, interactive entertainment products from development-to-production!


Digital Play

Digital Play

Author: Stephen Kline

Publisher: McGill-Queen's Press - MQUP

Published: 2003

Total Pages: 379

ISBN-13: 0773525432

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In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. -- publisher description.


The Wheel of Ideals

The Wheel of Ideals

Author: David Bishop

Publisher: Lulu.com

Published: 2006-08-01

Total Pages: 474

ISBN-13: 184728535X

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The Wheel of Ideals shows three families of ideals, the heroic, civic and altruistic, that sometimes work together and sometimes conflict. Every ideal has its true believers, and unbelievers: some people believe in it strongly, others less strongly, and others not at all--or so they claim. As ideals divide, people also divide. We can't all get along, perfectly, all the time, even with ourselves. Why not? Do we need conflict to make progress? Is perfect peace too peaceful? As ideals can be ignored or betrayed, they can also be carried too far, into decadence: dionysian overheating and the apollonian deep freeze. If you carried an ideal too far, how would you come to realize your mistake? How would you feel the gravity, the balancing pull, of the ideal calling you home? Without failure, without going too far, what is lost? What is the good of all these ideals, and these forms of decadence? The Wheel of Ideals suggests that we will go on asking these questions.


Virtual Weaponry

Virtual Weaponry

Author: Aaron Tucker

Publisher: Springer

Published: 2017-10-26

Total Pages: 250

ISBN-13: 3319601989

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This book examines the convergent paths of the Internet and the American military, interweaving a history of the militarized Internet with analysis of a number of popular Hollywood movies in order to track how the introduction of the Internet into the war film has changed the genre, and how the movies often function as one part of the larger Military-Industrial- Media-Entertainment Network and the Total War Machine. The book catalogues and analyzes representations of a militarized Internet in popular Hollywood cinema, arguing that such illustrations of digitally networked technologies promotes an unhealthy transhumanism that weaponizes the relationships between the biological and technological aspects of that audience, while also hierarchically placing the “human” components at the top. Such filmmaking and movie-watching should be replaced with a critical posthumanism that challenges the relationships between the audience and their technologies, in addition to providing critical tools that can be applied to understanding and potentially resist modern warfare.


EcoComix

EcoComix

Author: Sidney I. Dobrin

Publisher: McFarland

Published: 2020-09-17

Total Pages: 190

ISBN-13: 147663999X

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Exploring image and imagination in conjunction with natural environments, the animal, and the human, this collection of essays turns the ecocritical and ecocompositional gaze upon comic studies. The comic form has a long tradition of representing environmental rhetoric. Through discussions of comics including A.D.: New Orleans After the Deluge, We3, Concrete, and Black Orchid, these essays bring the rich work of ecological criticism into dialogue with the multi-faceted landscape of comics, graphic novels, web-comics, cartoons, and animation. The contributors ask not only how nature and environment are portrayed in these texts but also how these textual forms inform how we come to know nature and environment--or what we understand those terms to represent. Interdisciplinary in approach, this collection welcomes diverse approaches that integrate not only ecocriticism and comics studies, but animal studies, posthumanism, ecofeminism, queer ecology, semiotics, visual rhetoric and communication, ecoseeing, image-text studies, space and spatial theories, writing studies, media ecology, ecomedia, and other methodological approaches.


The Virtual Reality Regression

The Virtual Reality Regression

Author: Barry Oliver

Publisher: AB Discovery

Published: 2020-07-24

Total Pages: 288

ISBN-13:

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If you could escape to another world: a world of spectacular beauty, a world without danger or war; would you do it? What if it was as simple as putting on a virtual reality headset? 13-year-old Daryn Dixon finds such a world hidden in a virtual reality game called Aeviternity. Considering his own world is one of gang violence and inner-city poverty, the decision to escape would seem like a no-brainer. There is a catch. In Aeviternity, Daryn doesn’t acquire magical powers or super strength. In Aeviternity, he is a toddler wearing only a diaper. Now would you go? At first his answer is no. Later, as Daryn makes friends and encounters caregivers who love him, his answer turns to yes. Daryn thinks he can be happy in Aeviternity, on a planet called Parvulis, forever. Then something goes terribly wrong. When those intent on its destruction enter Parvulis, Daryn must find a way to defend an essentially defenseless world populated by babies and their gentle caretakers.


Once a Warrior--Always a Warrior

Once a Warrior--Always a Warrior

Author: Charles Hoge

Publisher: Rowman & Littlefield

Published: 2010-02-23

Total Pages: 331

ISBN-13: 0762762098

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The essential handbook for anyone who has ever returned from a war zone, and their spouse, partner, or family members. Being back home can be as difficult, if not more so, than the time spent serving in a combat zone. It’s with this truth that Colonel Charles W. Hoge, MD, a leading advocate for eliminating the stigma of mental health care, presents Once a Warrior—Always a Warrior, a groundbreaking resource with essential new insights for anyone who has ever returned home from a war zone. In clear practical language, Dr. Hoge explores the latest knowledge in combat stress, PTSD (post-traumatic stress disorder), mTBI (mild traumatic brain injury), other physiological reactions to war, and their treatment options. Recognizing that warriors and family members both change during deployment, he helps them better understand each other’s experience, especially living with enduring survival skills from the combat environment that are often viewed as “symptoms” back home. The heart of this book focuses on what’s necessary to successfully navigate the transition—“LANDNAV” for the home front. Once a Warrior—Always a Warrior shows how a warrior’s knowledge and skills are vital for living at peace in an insane world.