Beyond Games

Beyond Games
Author: Harvey G. Lord
Publisher: Atheneum Books
Total Pages: 110
Release: 1985
Genre: Computers
ISBN: 9780689311529

Offers step-by-step instructions for preparing a program for a home computer to organize names, addresses, and other information suitable for a record-keeping file. Also includes shortcuts used by professional programmers.

Gaming: A Guide to Overcoming and Thriving Beyond Gaming Addiction (How Artificial Intelligence is Transforming Virtual Worlds and Esports)

Gaming: A Guide to Overcoming and Thriving Beyond Gaming Addiction (How Artificial Intelligence is Transforming Virtual Worlds and Esports)
Author: John Anderson
Publisher: John Anderson
Total Pages: 42
Release: 101-01-01
Genre: Games & Activities
ISBN:

You will learn specific step-by-step strategies to help you be able to overcome any desire or urge to Video games. While many books will tell you not to play video games and give you strategies to help you stop playing video games, they aren't dealing with the SOURCE of the problem. The source of being an addict to video games can be a variety of factors, such as having certain emotions trigger (like being depressed, sad, bored, or tired), or it could be just a pattern that you've conditioned in the past. Grab your copy of the play station 5 gaming guide and learn: · The best ps5 games for kids, teens and adults. · Which play station 5 games you can play online or co-op with friends. · Where to buy a ps5 and ps5 video games at the cheapest price. · How to decide on which play station accessories and peripherals you need. In offers insightful perspectives, practical strategies, and real life narratives that demonstrate that recovery from gaming addiction is possible and a journey towards personal growth. His work fosters dialogue between the gaming community and mental health advocacy, fostering understanding and support on both sides.

In-Game

In-Game
Author: Gordon Calleja
Publisher: MIT Press
Total Pages: 235
Release: 2011-05-13
Genre: Games & Activities
ISBN: 0262294540

An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion—a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases—the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay—as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation—a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.

Women and Gaming

Women and Gaming
Author: J. Gee
Publisher: Springer
Total Pages: 209
Release: 2010-05-10
Genre: Education
ISBN: 0230106730

The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence.

Against Flow

Against Flow
Author: Braxton Soderman
Publisher: MIT Press
Total Pages: 329
Release: 2021-04-27
Genre: Games & Activities
ISBN: 0262362481

A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of "being in the zone," of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play.

The Internet as a Game

The Internet as a Game
Author: Jill Anne Morris
Publisher: Parlor Press LLC
Total Pages: 172
Release: 2018-08-14
Genre: Computers
ISBN: 1643170279

In THE INTERNET AS A GAME, Jill Anne Morris proposes that by defining internet arguments as games, we can analyze ad hominem and ad baculum arguments coming from online mobs and trolls using procedural rhetoric. Building upon and extending Ian Bogost's definition of procedural rhetoric and Jesper Juul's definition of games, Morris extends the usage of the term into human systems and groups that have proceduralized their arguments online. By studying the development of online adhocracies such as 4Chan, Anonymous, and even Reddit during their early development (roughly 2006 to 2014), Morris shows how these groups have proceduralized rhetoric so that thousands of group members can ìspeakî with a single voice and singular name that they call "anonymous." Morris examines these techniques to reveal their function and purpose as rhetoric. Understanding how internet arguments work can also positively affect pedagogy, especially now as social media and memes have been used to influence national elections, our views of the news, and our views of each other. Can we continue to teach only traditional rhetoric in classrooms when students will face arhetorical tropes and logic in their personal and professional lives? THE INTERNET AS A GAME shows why the stakes are high and the answer to this question is "no."

Gods & Games

Gods & Games
Author: David L. Miller
Publisher: Stillpoint/Athena
Total Pages: 228
Release: 2013-08-15
Genre: Philosophy
ISBN: 1938808088

A deeply thoughtful, deeply irreverent look at the mythology of play, Gods and Games ties together Joseph Campbell's approach to myth and religion with Johan Huizinga's view of our species as Homo ludens — "Man the Game-player" — which suggests that play is a central aspect of the human spirit and human culture. "A comprehensive and clear review.... loaded with quotations both pertinent and entertaining that may be eye-openers both to traditional religionists and readers who may never have thought about play in a philosophical or religious sense." —Publishers Weekly

The Video Game Explosion

The Video Game Explosion
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
Total Pages: 401
Release: 2007-11-30
Genre: Social Science
ISBN: 031308243X

The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.

Step into the Metaverse

Step into the Metaverse
Author: Mark van Rijmenam
Publisher: John Wiley & Sons
Total Pages: 187
Release: 2022-04-29
Genre: Business & Economics
ISBN: 1119887593

An incisive glimpse into the future of the internet In Step into the Metaverse: How the Immersive Internet Will Unlock a Trillion-Dollar Social Economy, future tech strategist, entrepreneur, and thought leader Dr. Mark van Rijmenam delivers a startlingly insightful discussion about how the world as we know it will fundamentally change as the physical and the digital worlds merge into the metaverse, impacting the everyday experiences of people, companies, and societies. The author maps out the extraordinary opportunities and challenges facing business leaders, consumers, regulators, policymakers, and other metaverse stakeholders trying to navigate the future of the Internet. In the metaverse, you can be who you want to be, where you want to be, and companies and consumers are only restricted by their own creativity how they can benefit from the immersive internet. With engaging commentary on issues ranging from avatars, identity and digital fashion to non-fungible tokens (NFTs), blockchain and the economics of the metaverse, this book also offers: Discussions on the importance of an open and interoperable metaverse build on the web 3.0 paradigm if we want to reign in the control of Big Tech over our identity, data and lives. Explorations of the enormous—and largely untapped—potential for metaverse entertainment, including gaming, music, media, and sports and how brands can engage with their customers in novel ways and how digital twins will change how we work and innovate. Considerations related to the dangers of an always-on, immersive internet, including data breaches, avatar imposters, mental health issues, corporate and state surveillance, and the need for metaverse law. A fascinating read you won’t be able to put down, Step into the Metaverse belongs in the hands of executives, managers, and other business leaders who play a role in digital transformation or execution. It's also an invaluable resource for anyone interested in the future of technology, the internet, and social interaction.

Networking and Online Games

Networking and Online Games
Author: Grenville Armitage
Publisher: John Wiley & Sons
Total Pages: 232
Release: 2006-08-04
Genre: Technology & Engineering
ISBN: 0470030461

The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.