American Life And Video Games From Pong To Minecraft
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Author | : Kathryn Hulick |
Publisher | : Cavendish Square Publishing, LLC |
Total Pages | : 114 |
Release | : 2016-07-15 |
Genre | : Juvenile Nonfiction |
ISBN | : 150261975X |
Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of Americas favorite pastimes.
Author | : Diane Dakers |
Publisher | : Cavendish Square Publishing, LLC |
Total Pages | : 114 |
Release | : 2016-07-15 |
Genre | : Juvenile Nonfiction |
ISBN | : 1502619822 |
A good book has the power to touch readers and provide insightful commentary into the human condition and current events. This title examines the greatest literary hits to take America by storm from the 1950s to present day.
Author | : Cathleen Small |
Publisher | : Cavendish Square Publishing, LLC |
Total Pages | : 114 |
Release | : 2016-07-15 |
Genre | : Juvenile Nonfiction |
ISBN | : 1502619784 |
Today people are more connected than ever, with mobile technologies allowing people from all over the world to connect within seconds through a wide array of social applications. Trace the history of communication from the start of the Internet age to the birth of the smartphone.
Author | : Cathleen Small |
Publisher | : Cavendish Square Publishing, LLC |
Total Pages | : 114 |
Release | : 2016-07-15 |
Genre | : Juvenile Nonfiction |
ISBN | : 1502619806 |
Each generation has cultural icons that take the world by storm and mark the most popular trends in America. Take a look back at some of these iconic individuals and trends and their lasting effects on American people and culture.
Author | : Michael Maley |
Publisher | : Greenhaven Publishing LLC |
Total Pages | : 106 |
Release | : 2019-12-15 |
Genre | : Young Adult Nonfiction |
ISBN | : 1534568212 |
Just as athletes from the NFL and NBA have gained fame and fortune, professional gamers who compete in esports are attracting loyal fans. Esports encompass any competitive, organized gaming endeavor. This competitive activity is becoming a billion-dollar industry. However, some people still argue that playing video games has many negative effects. The ever-evolving world of video games is explained through engaging text that delves into the details so readers gain a full understanding. Full-color photographs, annotated quotes, sidebars, and informative charts highlight the many debates surrounding the popularity of video games.
Author | : Lu Zhouxiang |
Publisher | : Routledge |
Total Pages | : 320 |
Release | : 2022-05-13 |
Genre | : History |
ISBN | : 100058853X |
Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.
Author | : Dustin Hansen |
Publisher | : Macmillan |
Total Pages | : 369 |
Release | : 2016-11-22 |
Genre | : Juvenile Nonfiction |
ISBN | : 1250080959 |
"A middle-grade nonfiction book about the history and impact on pop culture of video games"--
Author | : Frank Jacob |
Publisher | : Vernon Press |
Total Pages | : 174 |
Release | : 2021-03-02 |
Genre | : History |
ISBN | : 1648891543 |
Our images of non-Western cultures are often based on stereotypes that are replicated over the years. These stereotypes often appear in popular media and are responsible for a pre-set image of otherness. The present book investigates these processes and the media representation of otherness, especially as an artificial construct based on stereotypes and their repetition, in the case of Japan. 'Western Japaneseness' thereby illustrates how the Western image of Japan in popular media is rather a construct that, in a way, replicated itself, instead of a more serious encounter with a foreign and different cultural context. This book will be of great value to students and academics who hold interest in media studies, Japanese studies, and cultural studies. It will also appeal to a broader audience with interests in Japan more generally.
Author | : Harold Goldberg |
Publisher | : Crown Archetype |
Total Pages | : 354 |
Release | : 2011-04-05 |
Genre | : Games & Activities |
ISBN | : 0307463567 |
Through the stories of gaming's greatest innovations and most beloved creations, journalist Harold Goldberg captures the creativity, controversy--and passion--behind the videogame's meteoric rise to the top of the pop-culture pantheon. Over the last fifty years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment. But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth? Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium. Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!
Author | : Matthew Thomas Payne |
Publisher | : NYU Press |
Total Pages | : 376 |
Release | : 2019-03-26 |
Genre | : Games & Activities |
ISBN | : 1479805920 |
Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.