Video Game Art Reader

Video Game Art Reader

Author: Tiffany Funk

Publisher: Amherst College Press

Published: 2022-04

Total Pages: 91

ISBN-13: 1943208433

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The inaugural issue of VGAR celebrates video game culture as inclusive and global. Opening with an interview with the art director of the first independent Cuban video game, Savior, while the following essays from art historians, literary theorists, game designers, artists, educators, museum curators, and programmers all engage with video games as an important part of the global art landscape. Each engages with what makes good game art with special attention to the transnational cadre of gamers that play them. Contributions by Jesse de Vos, Jacob Euteneuer, Monica Evans, Tiffany Funk, René Glas, Eddie Lohmeyer, Evan Meaney, Kieran Nolan, Josuhe Pagliery, Sercan Şengün, Teresa Silva, Christopher W. Totten, and Jasper van Vught.


Brain Repair

Brain Repair

Author: Olivia Parker

Publisher: Publifye AS

Published: 2024-10-14

Total Pages: 126

ISBN-13: 8233933171

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""Brain Repair"" explores the groundbreaking concept of the brain's self-healing capabilities and cutting-edge strategies for enhancing neurological recovery. This comprehensive book delves into three key areas: neuroplasticity, regenerative medicine, and holistic approaches to brain health. It challenges the long-held belief that the adult brain is fixed and unchangeable, presenting compelling evidence for its remarkable plasticity and capacity for regeneration. The book guides readers through a logical progression of ideas, starting with an introduction to neuroplasticity and its implications for brain repair. It then explores regenerative medicine techniques, including stem cell therapy and growth factor treatments, which show promise in repairing damaged brain tissue. Finally, it offers practical, everyday strategies for optimizing brain health, such as dietary recommendations and cognitive training exercises. Throughout, the authors strike a balance between academic rigor and accessibility, using clear explanations and relatable analogies to convey complex neuroscientific concepts. What sets ""Brain Repair"" apart is its integration of cutting-edge research with actionable, evidence-based strategies. By combining scientific facts with compelling stories of remarkable recoveries, the book offers valuable insights for health-conscious individuals, medical professionals, and anyone interested in neurological health. It empowers readers with knowledge and practical tools to take an active role in their brain wellness, potentially transforming our approach to cognitive health and neurological recovery.


Game On, Hollywood!

Game On, Hollywood!

Author: Gretchen Papazian

Publisher: McFarland

Published: 2013-02-06

Total Pages: 233

ISBN-13: 1476601852

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The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities across modes of storytelling (showing, telling, interacting), explore the consequences of time, place and ideology, and propose critical approaches to the vastness of narrative in the age of multimedia storytelling. The video games and film texts discussed include The Warriors (1979 film; 2005 video game), GoldenEye (1995 film), GoldenEye 007 (1997 and 2011 video games), Buffy the Vampire Slayer (2000-2004, television show), Buffy the Vampire Slayer: Chaos Bleeds (2003 video game), Prince of Persia: The Sands of Time (2003 video game; 2010 film), the Star Wars franchise empire (1977 on), Afro Samurai (2009 video game), and Disney's Epic Mickey (2010 video game).


Encyclopedia of Video Games [2 volumes]

Encyclopedia of Video Games [2 volumes]

Author: Mark J. P. Wolf

Publisher: Bloomsbury Publishing USA

Published: 2012-08-16

Total Pages: 991

ISBN-13:

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This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.


Science Fiction Video Games

Science Fiction Video Games

Author: Neal Roger Tringham

Publisher: CRC Press

Published: 2014-09-10

Total Pages: 540

ISBN-13: 1040074618

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Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

Author: James Paul Gee

Publisher: Macmillan

Published: 2014-12-02

Total Pages: 233

ISBN-13: 1466886420

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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.


Story Mode

Story Mode

Author: Julialicia Case

Publisher: Bloomsbury Publishing

Published: 2024-01-25

Total Pages: 171

ISBN-13: 1350301396

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Against the backdrop of a hyper-competitive AAA industry and the perception that it is a world reserved for top programmers and hard-core 'gamers', Story Mode offers an accessible entry-point for all into writing and designing complex and emotionally affecting narrative video games. The first textbook to combine game design with creative writing techniques, this much-needed resource makes the skills necessary to consume and create digital and multi-modal stories attainable and fun. Appealing to the growing calls for greater inclusivity and access to this important contemporary apparatus of expression, this book offers low-cost, accessible tools and instruction that bridge the knowledge gap for creative writers, showing them how they can merge their skill-set with the fundamentals of game creation and empowering them to produce their own games which push stories beyond the page and the written word. Broken down into 4 sections to best orientate writers from any technological background to the strategies of game production, this book offers: - Contextual and introductory chapters exploring the history and variety of various game genres. - Discussions of how traditional creative writing approaches to character, plot, world-building and dialogue can be utilised in game writing. - An in-depth overview of game studies concepts such as game construction, interactivity, audience engagement, empathy, real-world change and representation that orientate writers to approach games from the perspective of a designer. - A whole section on the practical elements of work-shopping, tools, collaborative writing as well as extended exercises guiding readers through long-term, collaborative, game-centred projects using suites and tools like Twine, Audacity, Bitsy, and GameMaker. Featuring detailed craft lessons, hands-on exercises and case studies, this is the ultimate guide for creative writers wanting to diversify into writing for interactive, digital and contemporary modes of storytelling. Designed not to lay out a roadmap to a successful career in the games industry but to empower writers to experiment in a medium previously regarded as exclusive, this book demystifies the process behind creating video games, orienting readers to a wide range of new possible forms and inspiring them to challenge mainstream notions of what video games can be and become.


Treacherous Play

Treacherous Play

Author: Marcus Carter

Publisher: MIT Press

Published: 2022-02-01

Total Pages: 151

ISBN-13: 0262046318

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The ethics and experience of “treacherous play”: an exploration of three games that allow deception and betrayal—EVE Online, DayZ, and Survivor. Deception and betrayal in gameplay are generally considered off-limits, designed out of most multiplayer games. There are a few games, however, in which deception and betrayal are allowed, and even encouraged. In Treacherous Play, Marcus Carter explores the ethics and experience of playing such games, offering detailed explorations of three games in which this kind of “dark play” is both lawful and advantageous: EVE Online, DayZ, and the television series Survivor. Examining aspects of games that are often hidden, ignored, or designed away, Carter shows the appeal of playing treacherously. Carter looks at EVE Online’s notorious scammers and spies, drawing on his own extensive studies of them, and describes how treacherous play makes EVE successful. Making a distinction between treacherous play and griefing or trolling, he examines the experiences of DayZ players to show how negative experiences can be positive in games, and a core part of their appeal. And he explains how in Survivor’s tribal council votes, a player’s acts of betrayal can exact a cost. Then, considering these games in terms of their design, he discusses how to design for treacherous play. Carter’s account challenges the common assumptions that treacherous play is unethical, antisocial, and engaged in by bad people. He doesn’t claim that more games should feature treachery, but that examining this kind of play sheds new light on what play can be.


Game On!

Game On!

Author: Dustin Hansen

Publisher: Macmillan

Published: 2016-11-22

Total Pages: 369

ISBN-13: 1250080959

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"A middle-grade nonfiction book about the history and impact on pop culture of video games"--