The Games Machines
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Addiction by Design
Author | : Natasha Dow Schüll |
Publisher | : Princeton University Press |
Total Pages | : 457 |
Release | : 2012 |
Genre | : Computers |
ISBN | : 0691127557 |
machines stems from the consumer, the product, or the interplay between the two. --
Machine of Death
Author | : Ryan North |
Publisher | : Machines of Death LLC |
Total Pages | : 468 |
Release | : 2010 |
Genre | : Fiction |
ISBN | : 0982167121 |
MACHINE OF DEATH tells thirty-four different stories about people who know how they will die. Prepare to have your tears jerked, your spine tingled, your funny bone tickled, your mind blown, your pulse quickened, or your heart warmed. Or better yet, simply prepare to be surprised. Because even when people do have perfect knowledge of the future, there's no telling exactly how things will turn out.
Coin-Operated Americans
Author | : Carly A. Kocurek |
Publisher | : U of Minnesota Press |
Total Pages | : 213 |
Release | : 2015-09-30 |
Genre | : History |
ISBN | : 1452945217 |
Video gaming: it’s a boy’s world, right? That’s what the industry wants us to think. Why and how we came to comply are what Carly A. Kocurek investigates in this provocative consideration of how an industry’s craving for respectability hooked up with cultural narratives about technology, masculinity, and youth at the video arcade. From the dawn of the golden age of video games with the launch of Atari’s Pong in 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade, Coin-Operated Americans explores the development and implications of the “video gamer” as a cultural identity. This cultural-historical journey takes us to the Twin Galaxies arcade in Ottumwa, Iowa, for a close look at the origins of competitive gaming. It immerses us in video gaming’s first moral panic, generated by Exidy’s Death Race (1976), an unlicensed adaptation of the film Death Race 2000. And it ventures into the realm of video game films such as Tron and WarGames, in which gamers become brilliant, boyish heroes. Whether conducting a phenomenological tour of a classic arcade or evaluating attempts, then and now, to regulate or eradicate arcades and coin-op video games, Kocurek does more than document the rise and fall of a now-booming industry. Drawing on newspapers, interviews, oral history, films, and television, she examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys. A case study of this once emergent and now revived medium became the presumed enclave of boys and young men, Coin-Operated Americans is history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video games—and in the digital working world beyond.
Curious Video Game Machines
Author | : Lewis Packwood |
Publisher | : White Owl |
Total Pages | : 242 |
Release | : 2023-11-30 |
Genre | : Games & Activities |
ISBN | : 139907380X |
The story of video games is often told as the successive rise of computers and consoles from famous names like Atari, Commodore, Nintendo, Sega, Sony and Microsoft. But beyond this familiar tale, there’s a whole world of weird and wonderful gaming machines that seldom get talked about. Curious Video Game Machines reveals the fascinating stories behind a bevy of rare and unusual consoles, computers and coin-ops – like Kimtanktics, a 1970s wargame computer made out of calculator parts, or the suite of Korea-exclusive consoles made by car manufacturer Daewoo. Then there’s the Casio Loopy, a 1990s console that doubled up as a sticker printer, the RDI Halcyon, a 1985 LaserDisc-based machine that could recognize your voice, and the Interton VC 4000, a German console made by a hearing-aid company, as well as a range of bizarre arcade machines, from early attempts at virtual reality to pedal-powered flying contraptions. There are tales of missed opportunities, like the astonishingly powerful Enterprise 64 computer, which got caught in development hell and arrived too late to make an impact on the British microcomputer market. And there are tales of little-known triumphs, like the Galaksija DIY computer kit that introduced a whole generation of Yugoslavians to computing before the country became engulfed by war. Featuring exclusive interviews with creators, developers and collectors, Curious Video Game Machines finally shines a light on the forgotten corners of video-game history.
Fundamentals of Game Design
Author | : Ernest Adams |
Publisher | : New Riders |
Total Pages | : 577 |
Release | : 2013-12-19 |
Genre | : Computers |
ISBN | : 0133435717 |
Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They’ll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They’ll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.
Casino Gamble Talk: The Language Of Gambling And The New Casino Game
Author | : Victor H Royer |
Publisher | : Lyle Stuart |
Total Pages | : 258 |
Release | : 2014-08-26 |
Genre | : Games & Activities |
ISBN | : 0818407891 |
Discover The Gambling Secrets That Every Pro Knows The 21st-century casino is a high-tech, fast-paced world complete with its own peculiar language and rules. Do you know the difference between a "boxman" and "boxcars"? How about when to "scratch" and when to "stand," and what a "puck" is? (Hint: it has nothing to do with hockey.) In this updated, indispensable guide, gambling columnist and consultant Victor H. Royer reveals everything you need to know about modern gambling—from the terminology and slang that's integral to casino play to profiles of the new table games, slots, progressives, multi-link, multi-game, and video poker machines. Casino Gamble Talk provides all the tools you need to maximize your gaming enjoyment—and increase the odds in your favor. Discover: How to parlay like a pro New games and eTable games Valuable tips on novelty table games such as Let It Ride, Pai Gow Poker, and Caribbean Stud How to get "comps" (free rooms, food, and tickets to shows) Which games offer the best odds—and how to play them to your best advantage Insider secrets of classic casino games, such as Blackjack, Craps, Roulette, Mini-Baccarat, and Big Board Keno And much, much more Here is an essential gambling resource that shows you how to have the most fun for the least amount of risk, and walk out a winner every time. 95,000 Words
Video Game Policy
Author | : Steven Conway |
Publisher | : Routledge |
Total Pages | : 324 |
Release | : 2015-10-14 |
Genre | : Social Science |
ISBN | : 1317607228 |
This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (until recently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.
The Race for a New Game Machine
Author | : David Shippy |
Publisher | : Citadel Press |
Total Pages | : 383 |
Release | : 2010 |
Genre | : Business & Economics |
ISBN | : 0806533706 |
Handbook of Computer Game Studies
Author | : Joost Raessens |
Publisher | : MIT Press |
Total Pages | : 471 |
Release | : 2011-08-19 |
Genre | : Computers |
ISBN | : 0262516586 |
A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.