Animal Crossing is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID-19, gamification of offline brands, relationships with past/contemporary computer games, and Animal Crossing as an example of the Japanification of online popular culture. The book provides insights for students, researchers and non-specialist readers.
Animal Crossing: New Leaf Prima Official Game Guide includes: - You're the mayor - learn about changing shop hours, building facilities, adding new features to your town and more. - Discover something new every day - this guide will show you what special things you can do each day of the year, right down to the best time to do it so that you don't miss a thing. - Detailed furniture catalog - see how to acquire each piece of furniture for customizing your house and each accessory for your character. - Checklists for everything - keep track of items you get with checklists that cover each type of collectable. - Smaller trim size for portability and over 400 pages of content.
Designed to provide a variety of exercises that engage students actively in all phases of scientific investigation, from formulating research questions through interpreting and presenting final results. Suited to undergraduates, each chapter presents an animal behavior exercise tested by academic members of the Animal Behavior Society. Four types of exercises are presented: (1) traditional exercises in which students follow a pre-determined protocol to test particular hypotheses, (2) traditional exercises that can easily be adapted to inquiry-based approaches, (3) combined pedagogy exercises that involve both traditional and inquiry approaches, and (4) inquiry exercises in which students brainstorm to generate their own hypotheses, then design their own experiments to test them. Exercises cover descriptive ethology, causation and development of behavior, and behavioral ecology. Both field and laboratory exercises are included on arthropods, fish, amphibians, reptiles, birds, and mammals.
Join your favorite characters from Animal Crossing™: New Horizons for all-new adventures in this official manga! What do the residents of Animal Crossing™: New Horizons get up to when you’re not around? Find out all about their antics in this hilarious manga filled with goofy gags and silly stories! Get ready to meet more characters from Animal Crossing™: New Horizons! Enjoy their silly adventures with our four goofy residents on a deserted island!
It's game on, Animal Crossing fans! This title explores the inception and evolution of Animal Crossing, highlighting the game's key creators, super players, and the cultural crazes inspired by the game. Special features include side-by-side comparisons of the game over time and a behind-the-screen look into the franchise. Other features include a table of contents, fun facts, a timeline and an index. Full-color photos and action-packed screenshots will transport readers to the heart the Animal Crossing empire! Aligned to Common Core Standards and correlated to state standards. Checkerboard Library is an imprint of Abdo Publishing, a division of ABDO.
"The Virtual Universe: Exploring VFX, Gaming, and Animation Techniques in Filmmaking" is a comprehensive book for anyone interested in the world of visual effects, gaming, and animation. The book takes readers on a journey through the virtual universe, exploring the latest techniques and tools used in the creation of cutting-edge visual effects, gaming environments, and animated films.
This interdisciplinary collection of essays explores the malaise of the contemporary individual by returning the economic point of view of Freudian thinking, the concept of satisfaction, libido, and pleasure–unpleasure principle to their rightful place as the motivating forces of human existence. For Freud, pleasure stands apart from other human experiences, side by side with unpleasure, always a bonus in the search for satisfaction of the pleasure principle and beyond. Along with libido, emotional fulfillment, and the capacities for sublimation and play, pleasure has not been given enough attention in the psychoanalytic literature. The editors of this book address this lack and highlight the importance of examining today’s social and individual malaise through these specific lenses of inquiry. It is particularly timely and important today to address this lack, and thereby examine the impact of the social phenomena of the pandemic, the crises of ideals and virtuality on the subject who feels in a state of constant emergency, overwhelmed, addicted, and delibidinalized. With contributions from across psychoanalysis, this book is essential reading for psychoanalysts in training and in practice who want to understand how the modern world has shaped our understanding of pleasure.
Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari’s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do. Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither ‘virtual’ nor ‘real’ exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.
Provides helpful strategies for playing the Nintendo GameCube game Animal Crossing. Includes information on obtaining items, fish and insect location charts, a calendar of town events, tips on lucky and color items, Happy Room Academy Awards lists, and information about all animals and special characters.