Top Video Gamers in the World

Top Video Gamers in the World
Author: Various
Publisher: Rosen Reference
Total Pages: 0
Release: 2019-07-30
Genre:
ISBN: 9781725346307

Video gaming has become an entertainment giant worth more than 60 billion dollars in revenue. There are a lot of contributing factors to its popularity, and foremost among them are video game streamers and YouTubers. Every day, millions of fans tune in to watch their favorite gamers play their favorite games. Streams are funny, heartfelt, and intense, but above all, enthralling. This series takes an in-depth look at some of the world's most influential video gamers and the games they play. Readers will learn how they've captured the loyalty of fans across the globe, which includes using the power of social media and internet distribution to make it to the top. Features include: Focuses on the thoroughly modern approach that popular gamers take to reach their massive audiences. Timelines showcase each gamer's rise to stardom from their humble beginnings to their crowning achievements. Provides a unique, go-to source for anyone interested in gaming.

Mark "Markiplier" Fischbach

Mark
Author: Philip Wolny
Publisher: The Rosen Publishing Group, Inc
Total Pages: 50
Release: 2019-07-15
Genre: Juvenile Nonfiction
ISBN: 1725346052

With more than 10 billion total video views by 2018, Mark Edward "Markiplier" Fischbach is one of the biggest names in the digital age. Making a name for himself through a combination of a silky baritone voice, larger-than-life reactions, and a true penchant for comedy, Markiplier has risen to become a king of YouTube's gaming community. He has even leveraged his success as a video gamer into charitable donations, massive fan meet-ups, and an international comedy tour, proving once and for all that a career on YouTube is more than just fun and games.

Germán Garmendia

Germán Garmendia
Author: Kevin Hall
Publisher: The Rosen Publishing Group, Inc
Total Pages: 50
Release: 2019-07-15
Genre: Juvenile Nonfiction
ISBN: 1725346087

Not many people think of Chile as a hotbed of YouTube stardom. Nobody told German Garmendia that though, nor his nearly 30 million devoted fans. Despite posting videos in Spanish, Garmendia has created not one, but two massively successful channels on YouTube. His first was focused on variety and comedy, while his second has shifted more toward gaming. His playthrough videos feature his quick wit, over-the-top reactions, and some great gaming. This unique book explores his rise to fame, the difficulties of staying on top, and how Garmendia has become a household name.

World of ESports

World of ESports
Author: Lisa Owings
Publisher:
Total Pages: 0
Release: 2021
Genre:
ISBN:

With huge prize pools, gaming superstars, and worldwide tournaments, it's no wonder eSports are making a splash. Readers will learn all about the biggest games, the best players, and the devoted fans defining esports.

The Video Games Textbook

The Video Games Textbook
Author: Brian J. Wardyga
Publisher: CRC Press
Total Pages: 751
Release: 2023-06-13
Genre: Computers
ISBN: 1000868222

The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes

The Performance of Video Games

The Performance of Video Games
Author: Kelly I. Aliano
Publisher: McFarland
Total Pages: 231
Release: 2022-10-27
Genre: Games & Activities
ISBN: 1476647909

When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.

Video Gaming

Video Gaming
Author: Trudi Strain Trueit
Publisher: Cherry Lake
Total Pages: 36
Release: 2008-08-01
Genre: Juvenile Nonfiction
ISBN: 1602793670

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.

Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
Total Pages: 1173
Release: 2021-05-24
Genre: Games & Activities
ISBN:

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Top Ten Things

Top Ten Things
Author: Kim Bevill
Publisher: Balboa Press
Total Pages: 390
Release: 2021-04-21
Genre: Education
ISBN: 1982264799

The Ten Things provides game-changing science that your life may depend on. In these pages you will find the neuroscience that supports behaviors key to excellence, academic and athletic. Imagine there are 10 things that make up the essential needs of every single one of us. No one will want to miss even one as you will need it for work, for family, for school, and for a great life! • Quick tricks that will make your life, all your relationships and work performance better in as little as 90 seconds. • Increase potential and energy for innovation, productivity, and happiness! • A fast update to the most recent and most important neuroscience in a way you understand and use it intuitively. • The strategies boost mood, initiative, creativity and hope as soon as you begin; the results suggest as much as a 40% boost to problem-solving, with intelligence and social skills, and it doesn’t cost a dime. The best part is you don’t have to work at it, the effects are unconscious. You’ll be shocked how even one thing can change your life. Using these strategies improve productivity, happiness, and your best performance. This cutting-edge neuroscience allows anyone, at any age to see immediate results. No need to keep track of all the best for your brain, it’s packaged all in one place in this book. You’ll find a meaningful, user-friendly guide to mental health and relationships with sports, music, play, and hands-on. Things you wouldn’t expect are magic: • Foods for a flatter belly and better memory • Simple movements that increase intelligence and improve social behaviors • A few self-generated visuals and words that cause elite, athletic performance “It’s like I had to keep reading it. The way you wrote it, it’s a gift to anyone who reads it...what a difference maker.” Claire C.

Video Games and the Global South

Video Games and the Global South
Author: Phillip Penix-Tadsen
Publisher: Lulu.com
Total Pages: 302
Release: 2019
Genre: Computers
ISBN: 0359641393

Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.