Video Gaming
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Author | : |
Publisher | : PediaPress |
Total Pages | : 189 |
Release | : |
Genre | : |
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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.
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.
Author | : Garry Crawford |
Publisher | : Routledge |
Total Pages | : 201 |
Release | : 2011-08-04 |
Genre | : Games & Activities |
ISBN | : 1135178879 |
This title provides an accessible introduction to the study of digital gaming, and is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks and consumer patterns of gamers.
Author | : Michael Morawski |
Publisher | : Springer Nature |
Total Pages | : 329 |
Release | : |
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ISBN | : 3031422600 |
Author | : Felix Reer |
Publisher | : Frontiers Media SA |
Total Pages | : 199 |
Release | : 2024-01-23 |
Genre | : Science |
ISBN | : 2832543367 |
Author | : |
Publisher | : |
Total Pages | : 616 |
Release | : 2007 |
Genre | : Trademarks |
ISBN | : |
Author | : Ferdig, Richard E. |
Publisher | : IGI Global |
Total Pages | : 1762 |
Release | : 2008-07-31 |
Genre | : Technology & Engineering |
ISBN | : 1599048116 |
"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.
Author | : Guido P. H. Band |
Publisher | : Frontiers Media SA |
Total Pages | : 105 |
Release | : 2016-05-17 |
Genre | : Game theory |
ISBN | : 2889198405 |
Cognitive training is not always effective. This is also the case for the form of cognitive training that this Research Topic focuses on: prolonged performance on game-like cognitive tasks. The ultimate goal of this cognitive training is to improve ecologically-valid target functions. For example, cognitive training should help children with ADHD to stay focused at school, or help older adults to manage the complexity of daily life. However, so far this goal has proven too ambitious. Transfer from trained to non-trained tasks is not even guaranteed in a laboratory, so there is a strong need for understanding how, when and for how long cognitive training has effect. Which cognitive functions are amenable to game training, for whom, and how? Are there mediating factors for success, such as motivation, attention, or age? Are the improvements real, or can they be attributed to nonspecific factors, such as outcome expectancy or demand characteristics? Are there better strategies to improve cognitive functions through game training? This Research Topic of Frontiers in Human Neuroscience charts current insights in the determinants of success of game training.
Author | : Valentine, Keri Duncan |
Publisher | : IGI Global |
Total Pages | : 491 |
Release | : 2016-06-20 |
Genre | : Computers |
ISBN | : 1522502629 |
With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.
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.