Computing & Internet PC & Video Games Books

Comics and Videogames: From Hybrid Medialities to Transmedia Expansions (Routledge Advances in Game Studies)

This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture.The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan.Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.

Actualizing Human Rights: Global Inequality, Future People, and Motivation (Routledge Studies in Human Rights)

This book argues that ultimately human rights can be actualized, in two senses. By answering important challenges to them, the real-world relevance of human rights can be brought out; and people worldwide can be motivated as needed for realizing human rights.Taking a perspective from moral and political philosophy, the book focuses on two challenges to human rights that have until now received little attention, but that need to be addressed if human rights are to remain plausible as a global ideal. Firstly, the challenge of global inequality: how, if at all, can one be sincerely committed to human rights in a structurally greatly unequal world that produces widespread inequalities of human rights protection? Secondly, the challenge of future people: how to adequately include future people in human rights, and how to set adequate priorities between the present and the future, especially in times of climate change? The book also asks whether people worldwide can be motivated to do what it takes to realize human rights. Furthermore, it considers the common and prominent challenges of relativism and of the political abuse of human rights. This book will be of key interest to scholars and students of human rights, political philosophy, and more broadly political theory, philosophy and the wider social sciences. The Open Access version of this book, available at: https://www.taylorfrancis.com/books/9781003011569, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.

Master the Art of Unreal Engine 4: Creating a 3D Point and Click Adventure (Part #1)

Have you ever played a video-game and wished you could make your own? Well, with the power of Unreal Engine 4 and this book... Now your dreams can now be reality!This book has been designed and crafted by independent developer Ryan Shah (of Kitatus Studios), who boasts over 10 years of experience working with video-game development tools as well as 2D/3D art applications.Ryan Shah will guide you through your adventures with Unreal Engine 4, Teaching you all the important information in an enjoyable, relaxed and entertaining style, which will help make sure you have the greatest possible adventure learning to create the video-game of your dreams.If you enjoyed 3D point and click adventure titles (Such as Telltale's The Walking Dead, Back to the Future, Sam and Max .etc) then this book is for you! In this title, we don't only cover how to create your own 3D point and click adventure project, but we also cover all the important pieces of Unreal Engine 4 that you'll need to make sure your projects rise above all others and become amazing titles that your fans will adore for years to come!

Silent Hill: The Terror Engine (Landmark Video Games)

Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games series from series editors Mark J. P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.

My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft (Technologies of the Imagination: New Media in Everyday Life)

"Ever since the creators of the animated television show South Park turned their lovingly sardonic gaze on the massively multiplayer online game World of Warcraft for an entire episode, WoW's status as an icon of digital culture has been secure. My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience."—Julian Dibbell, Wired"World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf."—William Sims Bainbridge, author of The Warcraft Civilization and editor of Online Worlds “Nardi skillfully covers all of the hot button issues that come to mind when people think of video games like World of Warcraft such as game addiction, sexism, and violence. What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line between play and work, and the rich and fascinating lives of players and player cultures.  Nardi brings World of Warcraft down to earth for non-players and ties it to social and cultural theory for scholars.  . . . the best ethnography of a single virtual world produced so far.”—Lisa Nakamura, University of IllinoisWorld of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants.In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes.Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer.Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with...

DOOM: SCARYDARKFAST (Landmark Video Games)

In December 1993, gaming changed forever. id Software's seminal shooter DOOM was released, and it shook the foundations of the medium. Daniel Pinchbeck brings together the complete story of DOOM for the first time.This book takes a look at the early days of first-person gaming and the video game studio system. It discusses the prototypes and the groundbreaking technology that drove the game forward and offers a detailed analysis of gameplay and level design. Pinchbeck also examines DOOM's contributions to wider gaming culture, such as online multiplay and the modding community, and the first-person gaming genre, focusing on DOOM's status as a foundational title and the development of the genre since 1993. Pinchbeck draws extensively from primary data: from the game itself, from the massive fan culture surrounding the title, and from interviews with the developers who made it. This book is not only the definitive work on DOOM but a snapshot of a period of gaming history, a manifesto for a development ethos, and a celebration of game culture at its best.

Myst and Riven: The World of the D'ni (Landmark Video Games)

“Myst and Riven is well-written, interesting, on-topic, insightful, and a real pleasure to read.”—Edward Castronova, Indiana UniversityVideo games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D’ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J. P. Wolf uses elements such as graphics and sound, the games’ mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great.Myst and Riven is the inaugural book in the Landmark Video Games series, edited by Mark J. P. Wolf and Bernard Perron, which is the first series to examine individual video games of historical significance.

World of Tanks: Beginner's Guide

This short guidebook is for the absolute beginner in World of Tanks. While the game interface can be quite confusing for new players, this book explains the bare essentials on how to choose your tank and get started playing in Random Battles. This book is approx. 3,000 words.

Gaming und Bibliotheken (Praxiswissen) (German Edition)

Using a theoretical review as a foundation, this volume for the first time provides a comprehensive review of the manifold possibilities for the use of gaming in libraries. It presents new trends in gaming as well as current activities being conducted by libraries to reveal the growing impact of gaming on the transmission of culture and knowledge.

Handbook For Minecraft: Unofficial guide to the best secrets, tips, tricks and everything you need to know to be a better Minecrafter

Have you ever wanted to be the greatest Minecraft player in the world?Is it possible you just want a quick shortcut to success and greatness in the world of the craft?Are you tired of being blown up by creepers?Do you stay awake at night looking out your window as skeletons and zombies as they rule the dark hours? Are you afraid to go down deep into the mines where all those monsters truly are mean? Do you know that your mud hut is constructed with the whims and look of a child?Well, we have exactly what you are looking for in your gaming experience. All of this and more is contained within these pages.✓ Amaze and astound your friends and family by showering them with diamonds. Oh yes, diamonds within one hour of starting the game.✓ Turn your builds around and to make them so astounding, your friends will want to contract you to build their structures for them.✓ Use Redstone by doing a simple door trick that looks super professional and yet requires no understanding of how Redstone works.✓ Learn how to enchant like an insane magician by manipulation of enchanting and learning how to level really fast.​This handbook is a compilation of over 10 years of solid Minecraft play. We are talking about experience from back when Minecraft was in version 2.If you want to change your gaming experience one Minecraft block at a time and see the greatest and fastest way to diamond ever conceived in the game of Minecraft, look no further, this book goes into your collection.

Win the eSports Career Game: 7 paths into the industry

Do you want to WIN at eSports through an amazing career move?eSports or computer gaming has come a long way into 2021. The games industry has grown from pure leisure to serious competitive sport. There are eSports superstars throughout the world making a serious income from playing computer games either individually or as part of sponsored and supported teamsIn our "WIN the eSports Career Game" we highlight 7 paths into the world of eSports. This is a growing and massively popular industry. Your options may not be what you think and this book shows you why, how and outlines what you might earn.Learn the skills needed for the 7 possible pathsLearn what each role in the path needs for you to succeed!Focus on your experience to pick a suitable pathExplore the ways you may not have thought of to get into eSportsIf you want an amazing career in something you love then HIT the buy button above and start the journey to a new future.

Diary of a Curious Steve Book 4 (An Unofficial Minecraft Book)

The local school will be soon hosting a fundraiser, a perfect time for the greed-driven, nether-loving teacher to start enacting his plans to get richer. It will be up to Steve and his companion Agent A to step in and put an end to all this evil. Not only they will have to manage to sneak in the witch's hut to swap the potions without getting caught, but they will have to time their action perfectly to have the culprit caught at the precise moment that the potion goes off. It will be at that time that the truth finally comes out, for better or for worse.

Diary of a Curious Steve Book 5 (An Unofficial Minecraft Book)

The world takes a funny spin when unfortunate coincidences lead to Steve being accused of many crimes against the local school. Having to convince everyone that he was framed is not going to be easy when his friend just turned her back to him and the only proof there is it's against him. Having good intentions and a supporting family might not be enough to save him this time, but Steve might find that what he needs is right in his pockets. Read the final book for this series! Find out what Steve got himself into this time!

Diary of a Crash-Landing Space Traveler Book 3: Finding A Temple, An Unofficial Minecraft Book (Minecraft Inspired Adventure Series)

A witch. A skeleton. A creeper. Oh my!That's not all that our intrepid spaceman Raj Storm has to deal with in Book 3. There's a zombie, a band of thieves, and ... well, you'll just have to read this volume to find out!Through it all Captain Storm remains focused on his quest: to find the items he needs to fix his spaceship. As much as he's enjoying exploring this crazy world, he wants to go home eventually. Doesn't every space traveler?Follow along as Storm, his dog friend Comet, his hermit friend Hagrus and new characters create adventures plus opportunities for fun and discovery every step of the way!Disclaimer: This is an unofficial Minecraft book. It is a work of fanfiction inspired by Minecraft. Minecraft is a registered trademark of Mojang AB and its respective owners, which do not sponsor, authorize, or endorse this book.Minecraft ®/TM & © 2009-2016 Mojang / Notch / Microsoft

This Gaming Life: Travels in Three Cities

"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game.It was the best thing that ever happened to me.”So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”—Chris Baker, Wired“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”—Raph Koster, game designer and author of A Theory of Fun for Game Design“Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”—Joshua Davis, author of The Underdog“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Inventiondigitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

Play Redux: The Form of Computer Games (Digital Culture Books)

"Play Redux excels in tying together intellectual traditions that are rooted in literary studies, cognitive science, play studies and several other fields, thereby creating a logical whole. Through this, the book makes service to several academic communities by pointing out their points of contact. This is clearly an important contribution to a growing academic field, and will no doubt become important in many future discussions about digital games and play."---Frans Mäyrä, University of Tampere, Finland"David Myers has researched video games longer than anyone else. Play Redux shows him continually relevant, never afraid of courting controversy."---Jesper Juul, IT University of Copenhagen, DenmarkPlay Redux is an ambitious description and critical analysis of the aesthetic pleasures of video game play, drawing on early twentieth-century formalist theory and models of literature. Employing a concept of biological naturalism grounded in cognitive theory, Myers argues for a clear delineation between the aesthetics of play and the aesthetics of texts. In the course of this study, Myers asks a number of interesting questions: What are the mechanics of human play as exhibited in computer games? Can these mechanisms be modeled? What is the evolutionary function of cognitive play, and is it, on the whole, a good thing? Intended as a provocative corrective to the currently ascendant, if not dominant, cultural and ethnographic approach to game studies and play, Play Redux will generate interest among scholars of communications, new media, and film.David Myers is Reverend Aloysius B. Goodspeed Distinguished Professor at the School of Mass Communication, Loyola University New Orleans.