How to Play Video Games

How to Play Video Games
Author: Matthew Thomas Payne
Publisher: NYU Press
Total Pages: 376
Release: 2019-03-26
Genre: Games & Activities
ISBN: 1479827983

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.

Shigeru Miyamoto

Shigeru Miyamoto
Author: Jennifer deWinter
Publisher: Bloomsbury Publishing USA
Total Pages: 201
Release: 2015-05-21
Genre: Games & Activities
ISBN: 1628923873

Video games are considered by many to be just entertainment-essentially void of skillful, artistic intervention. But as any gamer knows, there's incredible technical and graphic talent behind even a flickering Gameboy screen. You may have never heard Shigeru Miyamoto's name, but you've probably spent many a lazy afternoon absorbed in his work. Joining Nintendo as a video game designer in the late 1970s, Miyamoto created the powerhouse franchises Super Mario Bros., The Legend of Zelda, and Donkey Kong-games so ubiquitous that Miyamoto was named one of TIME's 100 Most Influential People in 2007. Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto unveils the artist behind thousands of glowing gaming screens, tracing out his design decisions, aesthetic preferences, and the material conditions that shaped his work. With this incredible (and incredibly unknown) figure, series editors Jennifer DeWinter and Carly Kocurek launch the Influential Video Game Designers series, at last giving these artists the recognition they deserve.

Videogames

Videogames
Author: Ralph H. Baer
Publisher:
Total Pages: 292
Release: 2005
Genre: Games & Activities
ISBN:

Blood of the Zombies

Blood of the Zombies
Author: Ian Livingstone
Publisher: Wizard Books
Total Pages: 240
Release: 2012
Genre: Children's stories
ISBN: 9781848314054

Fighting Fantasy co-creator Ian Livingstone OBE brings the world's original gamebook series - 30 years old in August 2012 - to the world of the zombie. Terrible things are happening in Goraya castle... Insane megalomaniac Gingrich Yurr is preparing to unleash an army of monstrous zombies upon the world. He must be stopped and his undead horde defeated. In this life-or-death adventure the decisions YOU make will decide the fate of the world. Can YOU survive or will YOU become a zombie too? A Fighting Fantasy gamebook in which YOU are the hero.

The Art of Overwatch

The Art of Overwatch
Author: Blizzard
Publisher: Dark Horse Comics
Total Pages: 370
Release: 2017-10-24
Genre: Games & Activities
ISBN: 1506703674

Overwatch has taken the world by storm, boasting millions of players and gaining critical acclaim. Now, in this beautiful hardcover, Blizzard Entertainment reveals the creative process behind one of the most popular FPS games of all time! Filled with never-before-seen art as well as commentary provided by the game’s development team, this book is sure to please any Overwatch fan. · Never-before-seen artwork! · Essential companion to the international best-selling game Overwatch! · Introduction and commentary provided by the game’s development team! · Overwatch is a global phenomenon with 30 million players! · Produced in close partnership with Blizzard Entertainment! · Behind-the-scenes look at your favorite characters! · Overwatch creation revealed!

Deathtrap Dungeon

Deathtrap Dungeon
Author: Ian Livingstone
Publisher: Wizard Books
Total Pages: 0
Release: 2009
Genre: Fantasy fiction
ISBN: 9781848310773

Baron Sukumvit's devilish labyrinth of Fang is riddled with fiendish traps and bloodthirsty monsters.

Forest of Doom

Forest of Doom
Author: Ian Livingstone
Publisher: Wizard Books
Total Pages: 192
Release: 2003
Genre: Fantasy fiction, English
ISBN: 9781840464290

The legendary Warhammer of Stonebridge lies lost and broken in the treacherous wilderness of Darkwood Forest. Without it, the Dwarves of Stonebridge are doomed...Only the foolhardy would enter the murky depths of Darkwood. But your quest will lead you into the very heart of the forest. Dare you take on the unknown perils of Darkwood, and survive the puzzles, traps and fearsome creatures that lie in wait for you? You alone must find the missing pieces of the Warhammer and save the Dwarves of Stonebridge before it is too late!

My Inner Bimbo

My Inner Bimbo
Author: Sam Kieth
Publisher: Oni Press
Total Pages: 0
Release: 2009-05-19
Genre: Comic books, strips, etc
ISBN: 9781934964125

There are two sides to every coin, every story, and every person. No matter how hard you try to hide that second face away, you can never get rid of it. That's what one man is about to learn when his under-developed feminine side materializes into a very real, bubble gum-chewing bimbo and turns his world upside down!

The Routledge Companion to Video Game Studies

The Routledge Companion to Video Game Studies
Author: Mark J.P. Wolf
Publisher: Taylor & Francis
Total Pages: 832
Release: 2023-06-19
Genre: Games & Activities
ISBN: 1000886026

A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.