The Computer

The Computer
Author: Eric G. Swedin
Publisher: Bloomsbury Publishing USA
Total Pages: 344
Release: 2022-07-08
Genre: Computers
ISBN:

This book, aimed at general readers, covers the entirety of computing history from antiquity to the present, placing the story of computing into the broader context of politics, economics, society, and more. Computers dominate the world we live in, and this book describes how we got here. The Computer: A Brief History of the Machine That Changed the World covers topics from early efforts at mathematical computation back in ancient times, such as the abacus and the Antikythera device, through Babbage's Difference Engine and the Hollerith Tabulating Machines of the 19th century, to the eventual invention of the modern computer during World War II and its aftermath. The scope of the text reaches into the modern day, with chapters on social media and the influence of computers and technology on recent elections. The information in this book, perfect for readers new to the topic or those looking to delve into the history of computers in greater detail, can be accessed both chronologically and topically. With chapters focusing on larger time periods as well as shorter subsections covering specific people and topics, this book is designed to make the history of computing as approachable as possible.

Computers

Computers
Author: Eric G. Swedin
Publisher: JHU Press
Total Pages: 190
Release: 2007-12-03
Genre: Computers
ISBN: 0801887747

A great technological and scientific innovation of the last half of the 20th century, the computer has revolutionised how we organise information, how we communicate with each other, and the way we think about the human mind. This book offers a short history of this dynamic technology, covering its central themes since ancient times.

Ready

Ready
Author: Roberto Dillon
Publisher: Springer
Total Pages: 165
Release: 2014-12-03
Genre: Technology & Engineering
ISBN: 9812873414

How did the Commodore 64 conquer the hearts of millions and become a platform people still actively develop for even today? What made it so special? This book will appeal to both those who like tinkering with old technology as a hobby and nostalgic readers who simply want to enjoy a trip down memory lane. It discusses in a concise but rigorous format the different areas of home gaming and personal computing where the C64 managed to innovate and push forward existing boundaries. Starting from Jack Tramiel's vision of designing computers "for the masses, not the classes," the book introduces the 6510, VIC-II and SID chips that made the C64 unique. It briefly discusses its Basic programming language and then proceeds to illustrate not only many of the games that are still so fondly remembered but also the first generation of game engines that made game development more approachable − among other topics that are often neglected but are necessary to provide a comprehensive overview of how far reaching theC64 influence was. Written in a straightforward and accessible style, readers will relive the dawn of modern technology and gain a better understanding of the legacy that was built, bit by bit, in those pioneering days by computers that had only a tiny fraction of the power modern machines have and, yet, were used to create the technological world we are now living in. With a foreword by Michael Tomczyk

NetGames 2

NetGames 2
Author: Michael Wolff
Publisher: Madison Books
Total Pages: 386
Release: 1996
Genre: Computers
ISBN: 9780679770343

Covers more than 4,000 games and more than 100 MUDs, MUSHes, and MOOs.

Video Gaming

Video Gaming
Author:
Publisher: PediaPress
Total Pages: 189
Release:
Genre:
ISBN:

Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.

MacUser

MacUser
Author:
Publisher:
Total Pages: 1324
Release: 1996-07
Genre: Electronic journals
ISBN:

Men to Boys

Men to Boys
Author: Gary S. Cross
Publisher: Columbia University Press
Total Pages: 326
Release: 2008
Genre: History
ISBN: 0231144318

Adam Sandler movies, HBO's Entourage, and such magazines as Maxim and FHM all trade in and appeal to one character--the modern boy-man. Addicted to video games, comic books, extreme sports, and dressing down, the boy-man would rather devote an afternoon to Grand Theft Auto than plan his next career move. He would rather prolong the hedonistic pleasures of youth than embrace the self-sacrificing demands of adulthood. When did maturity become the ultimate taboo? Men have gone from idolizing Cary Grant to aping Hugh Grant, shunning marriage and responsibility well into their twenties and thirties. Gary Cross, renowned cultural historian, identifies the boy-man and his habits, examining the attitudes and practices of three generations to make sense of this gradual but profound shift in American masculinity. Cross matches the rise of the American boy-man to trends in twentieth-century advertising, popular culture, and consumerism, and he locates the roots of our present crisis in the vague call for a new model of leadership that, ultimately, failed to offer a better concept of maturity. Cross does not blame the young or glorify the past. He finds that men of the "Greatest Generation" might have embraced their role as providers but were confused by the contradictions and expectations of modern fatherhood. Their uncertainty gave birth to the Beats and men who indulged in childhood hobbies and boyish sports. Rather than fashion a new manhood, baby-boomers held onto their youth and, when that was gone, embraced Viagra. Without mature role models to emulate or rebel against, Generation X turned to cynicism and sensual intensity, and the media fed on this longing, transforming a life stage into a highly desirable lifestyle. Arguing that contemporary American culture undermines both conservative ideals of male maturity and the liberal values of community and responsibility, Cross concludes with a proposal for a modern marriage of personal desire and ethical adulthood.

The Video Game Theory Reader 2

The Video Game Theory Reader 2
Author: Bernard Perron
Publisher: Routledge
Total Pages: 705
Release: 2008-11-19
Genre: Social Science
ISBN: 1135895171

The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

The Language of Gaming

The Language of Gaming
Author: Astrid Ensslin
Publisher: Bloomsbury Publishing
Total Pages: 219
Release: 2017-09-16
Genre: Language Arts & Disciplines
ISBN: 0230357083

This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.

Andrew Rollings and Ernest Adams on Game Design

Andrew Rollings and Ernest Adams on Game Design
Author: Andrew Rollings
Publisher: New Riders
Total Pages: 652
Release: 2003
Genre: Business & Economics
ISBN: 9781592730018

How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.