How to Master the Video Games
Author | : Tom Hirschfeld |
Publisher | : |
Total Pages | : 196 |
Release | : 1981 |
Genre | : Video games |
ISBN | : 9780553201642 |
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Author | : Tom Hirschfeld |
Publisher | : |
Total Pages | : 196 |
Release | : 1981 |
Genre | : Video games |
ISBN | : 9780553201642 |
Author | : Jon Harrison |
Publisher | : CreateSpace |
Total Pages | : 294 |
Release | : 2015-03-14 |
Genre | : |
ISBN | : 9781508762553 |
Can video games be used to teach personal and business success lessons?Mastering The Game: What Video Games Can Teach Us About Success In Life takes a look at how the same habits and principles that lead to success when playing video games can be applied to personal and business success. Principles are ideas that are truly timeless, and remain true independent of context, culture or time period. So what are the principles embedded in the most popular video games? Surprisingly, the list strongly resembles the most in demand traits for the workplace. * Adaptability & Managing Change* Personal Accountability* Innovation* Communication & Listening* Teambuilding & Collaboration* Knowledge Sharing* Persistence & GritMastering The Game provides analogies, examples, and lessons for connecting the dots between how gamers play and how successful professionals work. Are you ready to take your career to the next level?
Author | : Asi Burak |
Publisher | : Macmillan + ORM |
Total Pages | : 237 |
Release | : 2017-01-31 |
Genre | : Social Science |
ISBN | : 1250089344 |
“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Author | : Tom Bissell |
Publisher | : Vintage |
Total Pages | : 258 |
Release | : 2011-06-14 |
Genre | : Social Science |
ISBN | : 0307474313 |
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.
Author | : Brian J. Wardyga |
Publisher | : CRC Press |
Total Pages | : 806 |
Release | : 2018-08-06 |
Genre | : Computers |
ISBN | : 1351172344 |
The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market
Author | : World Intellectual Property Organization |
Publisher | : WIPO |
Total Pages | : 378 |
Release | : |
Genre | : Law |
ISBN | : |
“Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.
Author | : Brett Weiss |
Publisher | : McFarland |
Total Pages | : 345 |
Release | : 2018-07-09 |
Genre | : Games & Activities |
ISBN | : 0786492317 |
The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.
Author | : Neal Roger Tringham |
Publisher | : CRC Press |
Total Pages | : 540 |
Release | : 2014-09-10 |
Genre | : Computers |
ISBN | : 1040074618 |
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
Author | : James Paul Gee |
Publisher | : Peter Lang |
Total Pages | : 212 |
Release | : 2007 |
Genre | : Education |
ISBN | : 9780820497037 |
Textbook
Author | : Christopher Hopkins |
Publisher | : McFarland |
Total Pages | : 256 |
Release | : 2022-08-17 |
Genre | : Games & Activities |
ISBN | : 1476646058 |
From the one-bit beeps of Pong to the 3D audio of PlayStation 5, this book examines historical trends in video game sound and music. A range of game systems sold in North America, Europe and Japan are evaluated by their audio capabilities and industry competition. Technical fine points are explored, including synthesized v. sampled sound, pre-recorded v. dynamic audio, backward compatibility, discrete and multifunctional soundchips, storage media, audio programming documentation, and analog v. digital outputs. A timeline chronicles significant developments in video game sound for PC, NES, Dreamcast, Xbox, Wii, Game Boy, PSP, iOS and Android devices and many others.