Vintage Game Consoles

Vintage Game Consoles
Author: Bill Loguidice
Publisher: CRC Press
Total Pages: 814
Release: 2014-02-24
Genre: Computers
ISBN: 1135006504

Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.

Xbox Fan Book

Xbox Fan Book
Author: Mark H. Walker
Publisher: "O'Reilly Media, Inc."
Total Pages: 134
Release: 2004
Genre: Computers
ISBN: 9780596008840

Explains how to optimize the Xbox, covering such topics as networking, enhancing graphics, accessories, and Xbox games.

Xbox 360?For Dummies

Xbox 360?For Dummies
Author: Brian Johnson
Publisher: John Wiley & Sons
Total Pages: 362
Release: 2006-01-31
Genre: Games & Activities
ISBN: 0471771805

Provides information on the features and functions of the Xbox 360.

The Complete Idiot's Guide to Journalism

The Complete Idiot's Guide to Journalism
Author: Christopher K. Passante
Publisher: Penguin
Total Pages: 340
Release: 2007
Genre: Language Arts & Disciplines
ISBN: 9781592576708

Never has the world of journalism been so explosive, so global, and so competitive. Forget hourly news flashes; we live in a world of 24-hour breaking news with radio and TV stations and Internet sites updating stories by the minute and newspapers adjusting to stay fresh, in-depth, and relevant. While the number of newspapers and TV and radio stations has dropped over the last half century in the United States, instant, free-access Internet news portals have grown precipitously to not only fill any gaps in coverage but to force Big Media to change its game plans or risk losing readership. But in no way does this suggest any aspect of journalism is heading for the garbage heap-especially newspapers. Never before have Americans been so engaged in their world, and many mediums are needed to satiate that collective appetite for knowledge.

Augmented Reality

Augmented Reality
Author: Sean Morey
Publisher: Parlor Press LLC
Total Pages: 368
Release: 2016-10-01
Genre: Computers
ISBN: 1602355584

Augmented Reality: Innovative Perspectives Across Art, Industry, and Academia includes a mix of critical/theoretical essays from humanities scholars, augmented reality (AR) artwork (with accompanying reflections) by leading digital artists, and interviews with AR software developers and other industry insiders. Augmented Reality is used in the design of the printed book, effectively linking appropriate pages to relevant digital materials on the Web or physical spaces. Contributors bring critical reflection and artistic ingenuity into conversation with current design thinking and project development across the AR industry.

Game On, Hollywood!

Game On, Hollywood!
Author: Gretchen Papazian
Publisher: McFarland
Total Pages: 233
Release: 2013-02-06
Genre: Games & Activities
ISBN: 1476601852

The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities across modes of storytelling (showing, telling, interacting), explore the consequences of time, place and ideology, and propose critical approaches to the vastness of narrative in the age of multimedia storytelling. The video games and film texts discussed include The Warriors (1979 film; 2005 video game), GoldenEye (1995 film), GoldenEye 007 (1997 and 2011 video games), Buffy the Vampire Slayer (2000-2004, television show), Buffy the Vampire Slayer: Chaos Bleeds (2003 video game), Prince of Persia: The Sands of Time (2003 video game; 2010 film), the Star Wars franchise empire (1977 on), Afro Samurai (2009 video game), and Disney's Epic Mickey (2010 video game).