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Despite record sales and an ever-growing global industry, the simple fact is that videogames are disappearing. Most obviously, the physical deterioration of discs, cartridges, consoles and controllers means that the data and devices will crumble to dust and eventually will be lost forever. However, there is more to the disappearance of videogames than plastic corrosion and bit rot. Best Before examines how the videogames industry's retail, publishing,...
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"From school lunchrooms to the White House press room, video games are an integral part of our popular culture, and the industry behind them touches all aspects of our lives, gamer and non-gamer alike. Business and entertainment, health and medicine, politics and war, social interaction and education, all fall under its influence. This book tells the story of a formerly fringe enterprise that, when few were paying attention, exploded into a multi-billion...
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"Video games such as Fortnite, Minecraft, and Pokemon Go have been business successes in recent years, but the industry has not always been that way. As with any field of business, there have been crashes and other market disruptions. Even so, these firms march on, thriving in the face of digitalization and adopting unusual strategies like giving content away for free in order to build market share and draw in customers. The author draws on three...
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You've got your dream job - making video games. You have a great project, great designs, and clever controls. One morning, you get a call from your producer. Turns out that wall-jumping trick won't work because the artists don't have time to design a separate animation just for the plumber to move that way. Also, your lead designer keeps micromanaging the programmers, which is driving them crazy. Your E3 demo is due in two weeks, and you know there's...
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"In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects, ambient sound, dialogue, and interface sounds -- both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines...
Description
This BBC Horizon program seeks to find out if the brains and behavior of an entire generation are being shaped by the hours they spend playing video games. The film explores how developers engineer their games to make sure they reach the sweet spot between frustration and boredom for the gamer, and Horizon looks at some of the scientific tests being carried out around the world to understand the impact of gaming on behavior, physiology, and neurobiology....
Description
"With annual sales figures mounting up into the billions of dollars, video games have reshaped the leisure landscape. Who are the brains behind the big-budget masterpieces such as Star Wars: Force Commander and the Turok series, and what is it like to be part of a game development team? In this program, creative directors, writers, designers, artists, programmers, composers, sound effects specialists, and testers from Nintendo of America, Lucas Arts...
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Uses the Star Trek future as a launching pad to discuss the forefront of modern physics today, from Newton to Hawking, from Einstein to Feynman, from Kirk to Picard, Krauss leads you on a voyage to the world of physics as we now know it and as it might one day be; featuring a section on the top ten physics bloopers and blunders in Star Trek.
Description
"Video games are inherently transnational by virtue of their industrial, textual, and player practices. This collection includes essays from scholars from eight countries analyzing game cultures on macro- and micro-levels and investigates the growing transnational nature of digital play"--Back cover.
Description
Reason magazine's editor-in-chief Matt Welch hosts a panel with Tracy Fullerton, who is the director of the Game Innovation Lab at the University of Southern California, and Spark Unlimited CEO Craig Allen, on May 8, 2014. Allen and Fullerton discuss why gaming appeals to so many, how our lives are being "gamified" using a wealth of quantitative data, and how gaming supports a free market society.
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"Featuring interviews with the creators of 36 popular video games, this book gives a behind-the-scenes look at the creation of some of the most influential and iconic games of all time. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes"--
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"The author explores concepts central to the design and enjoyment of video games, including affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate--the avatar. Gamer and avatar are analyzed as a cybernetic coupling whose dynamics suggest a fulfillment of dramatist Atonin Artaud's vision of the "body without organs.""--
17) Tennis for Two
Description
This video game might be basic but without this, you wouldn't have what you can play today on your consoles! In this video, we will explain the story of Tennis for Two: America's very first video game.
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Description
"In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the "Japaneseness" of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness--cultural...
Author
Description
Visionary game designer Jane McGonigal shows how we can harness the power of computer games to solve real-world problems and boost global happiness, since her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges.
Visionary game designer Jane McGonigal reveals how we can harness the power of games to solve real-world problems and boost...
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