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La Saga des Jeux Vidéo

Autor: Daniel Ichbiah

Número de Páginas: 555

___________________________________________ LE BEST-SELLER DE L'HISTOIRE DU JEU VIDEO ___________________________________________ 5ème édition publiée en 2012 Plus de 14.000 exemplaires vendus de l'édition papier L'édition papier est régulièrement n°1 sur Amazon dans la catégorie Jeu Vidéo depuis 2009. Publié initialement en 1997, La Saga des Jeux Vidéo a été acclamé par les médias de tous types : télévision, radios, magazines... Il a eu droit à la couverture de Télérama en juin 2009. Depuis 1997, l'auteur Daniel Ichbiah le met régulièrement à jour. ----------------------------------------------------- Le mot de l'auteur : "De tous les livres que j'ai écrits, La saga des jeux vidéo est de loin celui dont je suis le plus fier. En écrivant ce livre, j'ai souvent eu l'étrange sensation qu'il fallait que ces histoires soient racontées, qu'une mémoire devait en être conservée. Qu'elles ne pouvaient s'évaporer emportées par la vélocité infernale de cet univers en perpétuelle ébullition... J'ai aussi voulu rendre hommage à des créateurs méconnus du grand public et qui ont pourtant apporté du bonheur à des dizaines de millions de gens."...

El videojugador

Autor: Justo Navarro

Número de Páginas: 104

Un ensayo erudito, literario y ameno sobre el poco explorado universo de los videojuegos, sobre su dimensión estética y sus alcances sociopolíticos. Entre los juegos del siglo pasado y los de ahora, cuando las pantallas se miniaturizan, íntimas e invasivas, omnipresentes, El videojugador sigue el fluido único de la ficción y la evasión electrónicas. Convertido el ordenador (del tipo que sea, del teléfono a los cascos de realidad virtual) en almacén, productor y distribuidor de señales e imágenes múltiples, filtro a través del que relacionarse con la realidad, los videojuegos son el círculo mágico en el que se fusionan los elementos esenciales de la fábrica de los pasatiempos: películas, publicidad, información, tebeos, arte, literatura, música, lo que sea, imágenes de imágenes industrialmente repetidas. El videojuego ha copiado a todos los medios, como todos los medios copian hoy al videojuego, que hace años alcanzó los espacios sagrados de la alta cultura de masas, los museos, a la vez que los mundos del juego invadían los escenarios de la vida real de los jugadores: iba a producirse una continuidad entre el mundo imaginario del videojuego y el mundo real ...

Leyenda de Los Romero, entonces y hoy The Legend of the Romeros, Then and Today

Autor: Dr. Ofelia Romero-motlagh

Número de Páginas: 260

Dr. Ofelia Romero-Motlagh has written a book identifying and celebrating her nineteen-member family, from their humble beginnings as farm laborers to their lives as successes. Tragedies to accomplishments are highlighted. Information is presented with historical reference, cultural nuances, and photographic images accompany them. Their daily life from their "raíces," or roots, to family recollections and memories, an honest story and look into the Romero legend is presented. These pages acknowledge and teach the complexity of their world and life and show the meshing of their world while they remain unique yet embedded in the American Dream and Romero practices. Their ancestral background is highlighted with struggles along the way and with the gains in their American Dream. They helped create the American Dream, with Romero generations serving in the United States military, making sacrifices to achieve excellence in education, continued with focus of the Dream with great determination, and always worked hard. At times she tells her story with bilingual terms identified as spoken in their life among each other, with English translations. This book was written over time, years,...

Les Origines de Doom

Autor: David Kushner

Número de Páginas: 434

Avec l’appui de plusieurs centaines d’interviews réalisées sur six ans, David Kushner, également auteur de Jacked : l’histoire officieuse de Grand Theft Auto, a retracé l’histoire d’id Software et de leurs titres séminaux : les jeux de tir Wolfenstein 3-D, Doom et Quake. Ce récit, il nous en fait part à travers Les Origines de Doom. Les débuts de Carmack et Romero, construit comme un roman palpitant qui nous plonge en immersion dans le quotidien de John Carmack et John Romero, lorsqu’ils s’affairaient à concevoir ces jeux révolutionnaires. Passions partagées, guerres d’ego, crunch, et l’envie de pousser le médium vidéoludique toujours plus loin : découvrez les coulisses passionnantes de la création des premiers first person shooter !

The Man Who Made the Jailhouse Rock

Autor: Mark Knowles

Número de Páginas: 220

Choreographer Alex Romero created Jailhouse Rock, the iconic Elvis Presley production number, but never received screen credit for his contribution. This book tells his story. The son of a Mexican general, Romero escaped the Mexican Revolution, joined his family's vaudeville dance act and became a dancer in Hollywood. Part of Jack Cole's exclusive Columbia dance troupe, he was eventually hired as a staff assistant at MGM, where he worked on Take Me Out to the Ballgame, American in Paris, Seven Brides for Seven Brothers, and On the Town, among many others. When Romero transitioned into full-time choreography, he created the dances for numerous films, including Love Me or Leave Me, I'll Cry Tomorrow, tom thumb, Whatever Happened to Baby Jane, and three additional movies for Elvis. Known for his inventive style and creative use of props, Romero was instrumental in bringing rock and roll to the screen. This biography includes first-person accounts of his collaborations with Gene Kelly, Fred Astaire, Judy Garland, Frank Sinatra, and others.

Science Fiction Video Games

Autor: Neal Roger Tringham

Número de Páginas: 528

Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a

Random Scribblings: Junk I've Littered the Internet with for Two Decades

Autor: Mcgrew

Número de Páginas: 422

Various stories, articles, and postings on varied web sites over the last two decades... the best ten percent.

Muerte por videojuego

Autor: Simon Parkin

Número de Páginas: 317

Matamos el tiempo con los videojuegos pero ¿qué pasa cuando los videojuegos nos matan a nosotros? La pregunta da mucho de sí, y Simon Parkin intenta responderla sin olvidar que, para algunos, EVE Online, Grand Theft Auto y League of Legends tienen poderes salvíficos. Jugamos por muchos motivos, y Muerte por videojuego es, a su manera, una teoría estética y política del diseño, la programación y ese aparente contrasentido que es la vida en los mundos virtuales. Un estado de la cuestión y el relato de una promesa. Por algo el último capítulo se titula "Utopía". Parkin da cuenta de todo lo que usted quería saber sobre videojuegos y no sabía a quién preguntar, y lo hace interrogándose también a sí mismo. Mientras tanto, aprovecha para entrevistar al cirujano neoyorquino que, a estas alturas, trata de batir el récord mundial de Donkey Kong, al heroico viajero que lleva tres años intentando alcanzar los confines de Minecraft y al hacker alemán que casi acabó en la cárcel por hacerse con el código de Half-Life 2. Fiel al espíritu de los videojuegos, he aquí la crónica de una ola de muertes ocurridas en diversos cibercafés asiáticos, y no solo allí. Pero...

Greatest Moments in Video Game History

Autor: D.b. Weston

Número de Páginas: 136

Greatest Moments in Video Game History is the most extensive book of video game facts available today. While books written in a similar vein provide readers with general facts, "Greatest Moments in Video Game History" brings to light the lesser known facts that will take you on an exciting trip through history starting in 1947 and running through 2012. Greatest Moments in Video Game History is not just a chronological list of events, it also features stories that you will not read anywhere else, noteworthy game releases, scandals, bans, publicity stunts gone wrong, Guinness gaming records, and a look at the best and worst game releases throughout the years.

The World's Finest Mystery and Crime Stories

Autor: Doug Allyn , Lawrence Block , Jeffery Deaver

Número de Páginas: 648

In the tradition of The Year's Best Fantasy and Horror and The Year's Best Science Fiction, The World's Finest Crime and Mystery Stories, First Annual Edition finally fills the void for those with a hunger for the best mystery and suspense stories of the past year. Including such bestselling authors as Jeffrey Deaver, Elizabeth George, Faye Kellerman, Jonathan Kellerman, Ed McBain, Anne Perry, and Ruth Rendell, plus many, many others, this volume will positively blow the competition away. For, unlike the other various mystery anthologies, The World's Finest Crime and Mystery Stories collects stories from writers around the globe, including Britain's Silver Dagger short-fiction award winners. It will also be almost twice as big, weighing in at more than 200,000 words, and will arrive two months before the competition. This comprehensive anthology promises to be the definitive annual collection of the very best mystery and suspense stories the world over. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.

Masters of Doom

Autor: David Kushner

Número de Páginas: 400

Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and...

DOOM

Autor: Dan Pinchbeck

Número de Páginas: 199

A close examination about what is considered the most important first-person video game ever made and its influence on how we play games today

“Nuestros Antepasados” (Our Ancestors)

Autor: Ernest S. Sanchez , Paul R. Sanchez

Número de Páginas: 926

This is a book that for over forty years was carefully researched and footnoted by the principal author Ernest S. Sanchez. It is a story that is weaved together by multiple interviews with families and their familial history that makes this account and supported by documentation. This book brings into focus the following points: 1. History of the settlement of New Mexico from Onate to the present 2. The principal families that were involved in the settlement and their experiences... 3. The New Mexican experience from the Hispanic view in the history of the settlement of Lincoln County and the Lincoln County War 4. An insight on the personal relationship of the Hispanics with William H. Bonney (Billy the Kid). 5. A very accurate reference in the genealogy of the families that settled in Lincoln County New Mexico. This story illuminates the rich customs and traditions of the people that make up New Mexico history. We get a view of the every day life experiences of the Nuevo Mexicanos, that were passed forward from generation to generation. This account also exposes the violence, greed and racism that not only permeated the Spanish settlement of New Mexico but also fueled the Lincoln ...

Pioneros en Machinima: Las raíces de la producción virtual

Autor: Tracy G. Harwood , Ben Grussi

Número de Páginas: 292

Este importante nuevo trabajo se centra en los pioneros en machinima, considerados las raíces e inicios de la producción virtual. Los impactos de machinima son identificados por la comunidad, complementados por la investigación y por la experiencia de Harwood y Grussi durante un período de 25 años: desde juegos, cine y realización cinematográfica hasta la práctica de las artes digitales, desarrollos de tecnologías creativas e investigaciones y teorías relacionadas. Machinima es la primera práctica cultural digital que surgió de Internet y se convirtió en un género creativo convencional. Su última transformación es evidente a través de la creciente convergencia de juegos y películas, donde la producción virtual a tiempo real como práctica creativa profesional está dando como resultado nuevas formas de experiencias interactivas generadas por máquinas. Utilizando las obras machinima (del inglés 'machine' que significa máquina y 'cinema' que significa cine) de mayor importancia cultural como lentes para rastrear su historia e impactos, 'Pioneros en Machinima: Las raíces de la producción virtual' ofrece profundos testimonios de cineastas y otras personas...

Playful Materialities

Autor: Benjamin Beil , Gundolf S. Freyermuth , Hanns Christian Schmidt , Raven Rusch

Número de Páginas: 405

Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.

Fifty Key Video Games

Autor: Bernard Perron , Kelly Boudreau , Mark J.p. Wolf , Dominic Arsenault

Número de Páginas: 351

This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further...

Gamers at Work

Autor: Morgan Ramsay

Número de Páginas: 345

"Gamers at Work is a critical resource for new and experienced business leaders—for anyone who feels unprepared for the demanding and seemingly insurmountable trials ahead of them." —Peter Molyneux OBE, founder, Lionhead Studios "Gamers at Work explores every imaginable subtlety of the video-game industry through the fascinating stories of those who took the risks and reaped the rewards." —Hal Halpin, president, Entertainment Consumers Association "This is the sort of book that can tear the most hardcore gamers away from their PCs, Macs, or consoles for a few hours of rewarding reading." —North County Times "Gamers at Work is truly an invaluable resource that's well worth adding to your personal library." —Wii Love It There are few companies in the video-game industry that have withstood the test of time; most startups exit as quickly as they enter. In Gamers at Work: Stories Behind the Games People Play, the countless challenges of building successful video-game developers and publishers in this unstable industry are explored through interviews containing entertaining stories, humorous anecdotes, and lessons learned the hard way. Gamers at Work presents an inside look...

Óscar Romero’s Theological Vision

Autor: Edgardo Colón-emeric

Número de Páginas: 291

This ambitious book examines Saint Oscar Romero's words to understand how his thoughts fit into the broader context of Catholic theology. On March 24, 1980, Archbishop Óscar Romero was assassinated as he celebrated mass in El Salvador. He was canonized as a saint by Pope Francis on October 14, 2018. Edgardo Colón-Emeric explores the life and thought of Romero and his theological vision, which finds its focus in the mystery of the transfiguration. Romero is now understood to be one of the founders of liberation theology, which interprets scripture through the plight of the poor. His theological vision is most succinctly expressed by his saying, “Gloria Dei, vivens pauper”: “The glory of God is the poor who lives.” God’s glory was first revealed through Christ to a landless tenant farmer, a market woman, and an unemployed laborer, and they received the power to shine from the church to the world. Colón-Emeric’s study is an exercise in what Latino/a theologians call ressourcement from the margins, or a return to theological foundations. One of the first Latin American Church Fathers, Romero’s theological vision is a sign of the emergence of Christianity in the Global ...

Smartbomb

Autor: Heather Chaplin , Aaron Ruby

Número de Páginas: 299

"A history of video games, presented through sharp profiles of their creators." —The New York Times Book Review What started as a game of Pong, with little blips dancing across a computer screen, has evolved into a multi-billion-dollar industry that is changing the future, making inroads into virtually all aspects of our culture.Who are the minds behind this revolution? How did it happen? Where is it headed? In Smartbomb, journalists Heather Chaplin and Aaron Ruby take the reader behind the scenes at gaming conventions, into powerhouse think tanks where new games are created, into the thick of the competition at cyberathlete tournaments, and into the homes of gamers for whom playing a role in a virtual world has assumed more relevance and reality than life in the real world.

Game Design Foundations

Autor: Roger Pedersen

Número de Páginas: 401

Game Design Foundations, Second Edition covers how to design the game from the important opening sentence, the “One Pager” document, the Executive Summary and Game Proposal, the Character Document to the Game Design Document. The book describes game genres, where game ideas come from, game research, innovation in gaming, important gaming principles such as game mechanics, game balancing, AI, path finding and game tiers. The basics of programming, level designing, and film scriptwriting are explained by example. Each chapter has exercises to hone in on the newly learned designer skills that will display your work as a game designer and your knowledge in the game industry.

Game Engine Black Book: Wolfenstein 3D

Autor: Fabien Sanglard

Número de Páginas: 320

How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you. This is an engineering book. You will not find much prose in here (the author’s English is broken anyway.) Instead, this book has only bit of text and plenty of drawings attempting to describe in great detail the Wolfenstein 3D game engine and its hardware, the IBM PC with an Intel 386 CPU and a VGA graphic card. Game Engine Black Book details techniques such as raycasting, compiled scalers, deferred rendition, VGA Mode-Y, linear feedback shift register, fixed point arithmetic, pulse width modulation, runtime generated code, self-modifying code, and many others tricks. Open up to discover the architecture of the software which pioneered the First Person Shooter genre.

Love's Trust

Autor: Lee-ann Graff Vinson

Número de Páginas: 35

Daphne Lambert left the comforts of home to spend three months living a soldier’s life in Iraq. A reporter for the Boston Globe, Daphne patrolled alongside some of the Army’s finest. When their troop triggered a planted IED, Daphne never expected to find true love in the arms of her savior. a man who she would later find out, was the intended target of the bomb. Sergeant John Ramos was a well-respected leader of his platoon. A routine search for IEDs ended up in the death of two good soldiers, and the loss of a leg for John. One year later, John finds himself the target of a court martial and the only person he can turn to for help is the woman he saved, the woman he loves.

Game Dev Stories

Autor: David L. Craddock

Número de Páginas: 388

Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams.

Game Dev Stories Volume 1

Autor: David L. Craddock

Número de Páginas: 192

Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden...

Game Development and Production

Autor: Erik Bethke

Número de Páginas: 436

A handbook for game development with coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for contents, such as motion capture and voice-over talent. It covers various aspects of game development.

The Encyclopedia of Native Music

Autor: Brian Wright-mcleod

Número de Páginas: 468

Discografie van een eeuw Noord-Amerikaanse indiaanse volksmuziek en van populaire muziek van musici met indiaans bloed of met indiaanse thema's.

Register of Officers and Agents, Civil, Military and Naval [etc]

Autor: United States. Department Of The Interior

Número de Páginas: 864

Uncle John's 24-Karat Gold Bathroom Reader

Autor: Bathroom Readers' Institute

Número de Páginas: 482

The twenty-fourth edition in the bestselling bathroom-reading series is jam-packed with over 500 pages of absorbing trivia material. The information miners at the Bathroom Readers’ Institute have unearthed a priceless collection of surprising, amazing, head-scratching, and hilarious articles. Divided by length for your sitting convenience, 24-Karat Gold is chock-full of little-known history, random origins, weird news, celebrity secrets, and urban legends. As always, you’ll find plenty of dumb criminals, clever wordplay, quirky quotations, and much, much more. Just open to any page—who knows what treasures await you? · Judges gone wild · The Barbie scandals · Canada’s underpants king · Helen Keller: vaudeville star · The double A-bomb survivors · The history of the umbrella · America's forbidden island · What the Hokey Pokey is really all about And much, much more

Digital Diaspora

Autor: Anna Everett

Número de Páginas: 264

Traces the rise of black participation in cyberspace.

An Introduction to GameGuru

Autor: Michael Matthew Messina

Número de Páginas: 531

GameGuru is an entry-level engine designed to be easy to use as well as being extremely accessible for the user. This book gives users the information needed to access the full depth of features available in the program. Details on how to perform more complex tasks are not found easily anywhere else or in any of the GameGuru documentation. This book will cover all of the common topics including building levels, coding, AI and more. Key Features The only book the fully covers the GameGuru engine. Includes robust documentation to perform complex tasks that are not outlined anywhere else. Includes level building, coding, AI and more. Included are scripts and demo maps for readers to learn from. GameGuru is the ultimate start-to-finish guide

Debugging Game History

Autor: Henry Lowood , Raiford Guins

Número de Páginas: 465

Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of...

Vintage Games 2.0

Autor: Matt Barton

Número de Páginas: 540

Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 ...

Index of Patents Issued from the United States Patent and Trademark Office

Número de Páginas: 4402

Decisions and Orders of the National Labor Relations Board

Autor: United States. National Labor Relations Board

Número de Páginas: 1154

List of Officers of the Department of State, Including the List of Ministers, Consuls, and Other Diplomatic and Commercial Agents of the United States in Foreign Countries

Autor: United States. Department Of State

Número de Páginas: 676

List for March 7, 1844, is the list for September 10, 1842, amended in manuscript.

Fight, Magic, Items

Autor: Aidan Moher

Número de Páginas: 386

Take a journey through the history of Japanese role-playing games—from the creators who built it, the games that defined it, and the stories that transformed pop culture and continue to capture the imaginations of millions of fans to this day. The Japanese roleplaying game (JRPG) genre is one that is known for bold, unforgettable characters; rich stories, and some of the most iconic and beloved games in the industry. Inspired by early western RPGs and introducing technology and artistic styles that pushed the boundaries of what video games could be, this genre is responsible for creating some of the most complex, bold, and beloved games in history—and it has the fanbase to prove it. In Fight, Magic, Items, Aidan Moher guides readers through the fascinating history of JRPGs, exploring the technical challenges, distinct narrative and artistic visions, and creative rivalries that fueled the creation of countless iconic games and their quest to become the best, not only in Japan, but in North America, too. Moher starts with the origin stories of two classic Nintendo titles, Final Fantasy and Dragon Quest, and immerses readers in the world of JRPGs, following the interconnected...

Maximum PC

Número de Páginas: 108

Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.

Les Conspirations de Deus Ex

Autor: Anaer,

Número de Páginas: 373

« Dès que quelqu’un en reparle, quelqu’un d’autre le réinstalle. » Ce dicton souligne l’engouement que suscite encore aujourd’hui le volet originel de Deus Ex, un jeu vidéo pourtant vieux de vingt-cinq ans. Comment définir, de nos jours, l’expérience proposée par cette oeuvre ? Il s’agit à la fois d’un jeu pour ordinateur sorti en l’an 2000, d’un FPS-RPG hybride en 3D, d’un thriller politique parano-cyberpunk, du nec plus ultra de l’immersive sim, etc. L’auteur André Aerden, en s’appuyant sur une rigoureuse bibliographie ainsi que sur des entretiens exclusifs qu’il a pu mener avec les concepteurs du jeu, offre ici un décryptage riche du premier Deus Ex, des coulisses de son développement jusqu’aux nombreuses thématiques de l’oeuvre, qui trouvent de fortes résonances aujourd’hui : intelligence artificielle, transhumanisme, théories du complot, et plus encore. À PROPOS DE L'AUTEUR Passionné de jeux vidéo depuis trente ans, Anaer se terre dans un cabinet de curiosités bruxellois qui lui sert aussi de chambre à coucher par la même occasion. Il a écrit plusieurs dossiers détaillés pour Gamekult, notamment sur la musique techno ...

Design de systèmes hypermédia interactifs

Autor: Everardo Reyes-garcia , Nasreddine Bouhaï

Número de Páginas: 224

Les systèmes hypermédia, pourtant apparus il y a plusieurs décennies, restent un sujet d’étude constant. En effet, avec les avancées technologiques et la variété des supports, des nouveaux systèmes voient régulièrement le jour, dans des champs et contextes divers. C’est la raison pour laquelle la recherche conceptuelle et fonctionnelle les concernant reste importante et nécessaire. Design de systèmes hypermédia interactifs aborde les systèmes hypermédia d’un point de vue théorique et pratique, de façon à la fois originale et scientifique. Il traite de leurs manières de représenter et d’interagir avec l'information, et met l'accent sur leurs processus de conception. Les auteurs des systèmes y présentent la complexité des facteurs sous-jacente à l'aspect design, la mise en oeuvre et la maintenance des outils destinés à un usage humain. A travers ces réflexions, cet ouvrage traite des questions qui mettent non seulement l’utilisateur, mais également la société, les enjeux modernes, les disciplines scientifiques et la culture, au coeur des systèmes hypermédia.

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