Book Of Video Games
New 0399578900 Brand New Book.
Paperback, Consortium Book Sales & Dist, 2016, ISBN13 9781552453186, ISBN10 1552453189
Gamers, beware your video games can think for themselves Ever wondered what's inside the plastic of your video game console but don't want to crack it open to find out? Crack open this book instead You'll learn what computer code looks like, how a game
Over the past few decades, video games have become one of the most popular forms of entertainment in the world. From the early days of home computers to todays modern consoles, people have played game after game. This book gives you a look at ten of the best, from Pac-Man to Guitar Hero. Game on!
Craig Detweiler's collection of up-to-the-minute essays on video games' theological themes (and yes, they do exist ) is an engaging and provocative book for gamers, parents, pastors, media scholars, and theologians-virtually anyone who has dared to co
A bona-fide mega-geek serves up 50 real-life recipes for all the delicious foods readers have seen in their favorite sci-fi and fantasy movies, TV shows and video games, including Game of Thrones, Hunger Games, World of Warcraft and Star Trek. Original.
In an age of electronic games, TV, videos, and the Internet. You can raise a book lover. Reading opens up a lifetime of learning and delight to children. In "How to Grow a Young Reader, "Kathryn Lindskoog and Ranelda Mack Hunsicker offer suggestions
One third of the artist collective Paper Rad and the Creative Director of Fox's forthcoming late night animation block "ADHD," Ben Jones (born 1977) makes work that harks back to the Saturday morning cartoons and video games of the 1980s. Jones' previous book, "New Painting and Drawing," quickly sold out, making "Men's Group: The Video" the only currently available collection of his work.
"At once insightful, educational, scientific, and interesting, Gene outlines clear, succinct principles backed by tons of research and great storytelling about the science and art of creating blockbuster, franchise-type movies for kids of all ages."-Danny Kaye, executive vice president of research and technology strategy at 20th Century Fox"Creating Blockbusters is a blockbuster in itself in terms of its scope and its sweep.
From automatons to zombies, many fantastic elements have been cross-pollinated with the western genre. This A-to-Z encyclopedia of the Weird Western covers film, TV, animation, dime novels, pulp fiction, comic books, novels, short stories and video and role-playing games.
THE BLACK ART OF MULTIPLATFORM GAME PROGRAMMING covers all the skills necessary to create amazing games. It will take you all the way from pixel plotting to full-blown game development. Written with beginners in mind, this book assumes no prior knowledge of game programming-anyone can learn how to program exciting video games using this book. Inside you'll find an introduction to game development on multiple platforms using SDL, extensive coverage of coding techniques used by programming gurus, a complete guide to game engine design and implementation, a modern approach to software architecture, and advanced programming procedures and optimizations.
With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Uti
The 14 essays in this book take on several points of game and film intersection. They look at story lines, aesthetics, mechanics, and production. The book is about adaptation but it is even more abour narrative.
Collecting bugs, drawing cartoons, writing plays, studying robotics these are just some of the hobbies that inspired the creation of video games such as Pokemon and The Legend of Zelda. Who are these men and women who helped launch the gaming industry from private computer labs to widely available popular entertainment? Read this book to find out who and what inspired your favorite video games
The Official Video Game & Pinball Book of World Records - ARCADE VOLUME *Video Games * Emulation * Arcade Novelties * Pinball The Official Book of Records is now divided into three volumes. This Arcade Volume will be followed by two additional volumes tha
This book is a must read for newcomers and experienced composers wanting to learn more about the art of video game composition. Chuck Doud, Director of Music, Sony Computer Entertainment Worldwide Studios All You Need to Know to Create Great Video Game Mu
The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and; only; game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation.
The third edition of the popular book "Teaching Sport Concepts and Skills: A Tactical Games Approach for Ages 7 to 18" now covers the elementary level as well as middle and secondary levels. It shows teachers how to move from a traditional to a tactical games teaching approach with detailed unit and lesson plans, a DVD-ROM with video clips and reproducibles, and a standards-linked Game Performance Assessment Instrument (GPAI).
Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business careers. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study or a prospective career path.
Packed with critical analysis and real-life examples, this book explores how video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills. The result of almost ten years spent discovering video games, learning to play, conversing with their designers and distributors, and working in the classroom with young people and teachers, Lacasa's work uncovers the educational value already present in commercial video games and shows how to integrate games for learning purposes into the curriculum.