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Small Business Management

Autor: Timothy S. Hatten

Número de Páginas: 589

Small Business Management, Eighth Edition equips students with the tools to navigate important financial, legal, marketing, and managerial decisions when creating and growing a sustainable small business. Author Timothy S. Hatten provides new cases, real-world examples, and illuminating features that spotlight the diverse, innovative contributions of small business owners to the economy. Whether your students dream of launching a new venture, purchasing a franchise, managing a lifestyle business, or joining the family company, they will learn important best practices for competing in the modern business world.

Animal Crossing: New Horizons

Autor: Noah Wardrip-fruin

Número de Páginas: 205

Can a game take care of us? And do we want it to? Animal Crossing: New Horizons was released on March 20, 2020—just as a pandemic kept many from family, work, restaurants, and the rest of their regularly scheduled lives. At its height, the game averaged one million copies sold per day, as players sought comfort, escape, and a virtual means of connection. In this book, game scholar Noah Wardrip-Fruin, isolated with his family by both lockdown and disability, explores the power of this game and the mixed emotions of a player and a parent trying to make it from one day to the next—while his kids’ obsession with Animal Crossing creates conflicts between them and pushback against family rules. Wardrip-Fruin helps both Animal Crossing fans and newcomers understand the unexpected beneath the game’s surface: like the story of the first Animal Crossing, codesigned by an absent father seeking connection; like the hallmarks of video game manipulation, from “streak” bonuses to game-determined playtimes; like the appeal of endless shopping, in a kind of “safe” capitalism; and, of course, like the character quirks of a raccoon dog, Tom Nook, who provides a world of both safety...

Level Up : Les secrets de la productivités inspirés des Jeux Vidéo

Autor: Mathieu Kintzinger

Número de Páginas: 311

Level Up : Les Secrets de la Productivité Inspirés des Jeux Vidéo Transformez chaque jour en une quête épique et boostez votre productivité comme jamais auparavant ! Que vous soyez gamer dans l’âme ou simplement curieux, Level Up vous dévoile comment les mécaniques des jeux vidéo peuvent révolutionner votre manière de travailler, d’organiser votre vie et d’atteindre vos objectifs. 💡 Ce que vous apprendrez : Créez votre avatar et révélez vos talents cachés. Planifiez vos quêtes et sous-quêtes comme un véritable héros. Maîtrisez votre temps grâce aux stratégies des speedrunners. Transformez vos tâches en défis motivants grâce à la gamification. Collaborez comme dans un jeu coopératif pour atteindre des objectifs ambitieux. 📚 Un livre interactif et captivant Avec des anecdotes inspirantes, des exercices pratiques, et une touche d’humour, cet ouvrage rend la productivité aussi excitante qu’une partie de votre jeu préféré. 🎮 Pour qui ? Que vous soyez novice ou pro du joystick, étudiant, entrepreneur, ou professionnel en quête d'efficacité, ce livre est fait pour vous. Aucune expérience gaming n’est requise, mais les récompenses...

Du sang, des larmes et des pixels (ePub)

Autor: Jason Schreier

Número de Páginas: 228

De l'échec au chef-d'œuvre : les incroyables miraculés du jeu vidéo Diablo III, Destiny ou The Witcher 3... Autant de titres culte qui ont fédéré des millions de joueurs à travers le monde, généré un engouement massif et remporté un succès critique hors du commun. Et pourtant, leur existence tient du miracle... Dans cette chronique captivante des dessous de cette industrie qui ne ressemble à aucune autre, Jason Schreier (Kotaku) explore les affres de la création de certains des plus grands jeux vidéo de l'histoire. Des complexités techniques de Dragon Age : Inquisition au financement acrobatique de Pillars of Eternity en passant par les remaniements d'équipe d'Uncharted 4, Schreier nous emmène dans les coulisses du développement chaotique des plus belles réussites de ces dernières années. Loin des préjugés et des fantasmes qui circulent sur le milieu du jeu vidéo, Schreier livre ici un document exceptionnel, riche d'une centaine de témoignages. De jeu en jeu, d'obstacle en obstacle, plongez dans le portrait palpitant d'une industrie en perpétuelle réinvention.

Experimental Games

Autor: Patrick Jagoda

Número de Páginas: 403

In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital...

Victorians and Videogames

Autor: Lin Young , Brooke Cameron

Número de Páginas: 285

Victorians and Videogames will examine how games interact with nineteenth-century genres, aesthetics, and literary themes as a means of engaging, critiquing, or challenging their original contexts. In essence, this collection will consider the ways in which embodied, user-driven storytelling can impact new and challenging engagements with the nineteenth century in the contemporary world. This book contains four categories that summarize major trends in nineteenth-century-oriented games. The first section, “Ludic and Narrative Intertextuality,” examines games that directly adapt nineteenth-century texts, considering how ludic and literary elements work together to produce new commentary on the original texts. Second, “Genre and Character (re)Creation,” will examine games that are more thematically engaged with the nineteenth century. Third, “Navigation, Colonization, and Exploration” examines the ways in which players move and interact with game environments, and how game design itself can often evoke social systems, or the politics of imperialist conquest. Finally, “Science, Systems, and Technologies” will examine how contemporary games engage with...

Level Up 2026: An AFK Book

Autor: Dynamo Limited

Número de Páginas: 210

Time for the ultimate annual video game guide! From info on the coolest games to look out for, to tips and tricks that will take your skills to new heights, Level Up 2026 has got it all! Power up and log in to this must-have annual guide to the best videogames of this year and the next! Level Up 2026 has it all, from info on all the newest games and consoles to what you should be on the lookout for in the year to come! Whether it's all-time greats like Zelda and Pokémon, retro revivals like Dragon Quest and Final Fantasy, or indie games that can't wait to be discovered, this guide has it all! All games featured in AFK's Level Up 2026 are rated T for Teen or younger -- perfect for young gamers.

Esport and Society

Autor: Cornel Nesseler

Número de Páginas: 214

Provides the tools to understand the impact, challenges, and opportunities of the esports industry Esports has transformed from a niche hobby into a global industry, influencing entertainment, economics, and social structures. Yet it remains a topic of intense debate. Critics argue that competitive gaming promotes unhealthy behaviors, fosters addiction, and fails to cultivate essential life skills. On the other hand, supporters see esports as a rapidly growing sector that provides career opportunities, fosters inclusivity, and redefines modern sports culture. Esports and Society: An Introduction provides a balanced and research-backed examination of this phenomenon, unpacking both the benefits and concerns surrounding esports. In this student-friendly textbook, author Cornel Nesseler moves beyond common misconceptions to provide a nuanced analysis of the industry's real-world impact. Concise chapters explore the intersection of competitive and non-competitive gaming and broader societal trends while offering real-world insights into esports career opportunities, connections to traditional sports, and the games at the core of the industry. Equipping readers with the critical tools...

The Video Game Chef

Autor: Cassandra Reeder

Número de Páginas: 211

Bring your favorite video game foods to life—spanning the ’80s to present day—with easy recipes for game nights, themed parties, and just for fun! If you’ve ever stopped in the middle of a quest because the on-screen food looked too good to be true, prepare yourself—they’re not just pixels anymore. In The Video Game Chef, Cassandra Reeder (aka the Geeky Chef) has perfectly re-created favorite health boosts, level-ups, cooking challenges, and more, compiling 76 recipes from popular and cult video games from the 1980s to the present day for gamers of all ages, including: The Legend of Zelda’s Red Potion Streets of Rage 2’s Trash Can Chicken Resident Evil’s Jill Sandwich Silent Hill 2’s Butter Cake World of Warcraft’s Smoked Desert Dumplings Cooking Mama’s Spaghetti Neapolitan Minecraft’s Suspicious Stew Final Fantasy XV’s Kenny’s Original Recipe Genshin Impact’s Sticky Honey Roast And much more! Along with the easy-to-make and delicious recipes are stunning video game–style food illustrations and recipe notes that are chock-full of fun and fascinating information about the foods and the games, allowing The Video Game Chef to immerse you in your...

Indie Games in the Digital Age

Autor: M.j. Clarke , Cynthia Wang

Número de Páginas: 238

A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.

Social Innovation and Sustainability Transition

Autor: Geoff Desa , Xiangping Jia

Número de Páginas: 383

This book uses a historical and modern lens to reimagine the role that Extension could potentially play in catalyzing reciprocal, co-learning relationships between Land-Grant Universities and their diverse local constituencies. The establishment of statewide extension systems was once seen as a way to ensure that Land-Grant Universities would be accessible and responsive to all of a state’s residents. Extension systems continue to offer a front-door to a major public university in almost every county of the United States, but they tend to be viewed primarily as a way to translate science or distribute information from the university to the public. This books argues for the importance of Extension and shows that we are conceiving of this system too narrowly. Only by retelling the stories of the Extension and getting people to see themselves as part of the story can we imagine a different future in which state universities and land-grant colleges engage more authentically and equitably in two-way relationships with their local constituents.in catalyzing reciprocal, co-learning relationships between Land-Grant Universities and their diverse local constituencies. Chapter...

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

Autor: Karen Schrier

Número de Páginas: 584

Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.

Video Game Encyclopedia

Autor: Arnold Ringstad

Número de Páginas: 195

This title introduces readers to some of the most popular and influential video games of all time. Readers will learn about iconic characters, renowned game developers, and how the world of video games has changed from the 1950s to today. Features include a glossary, additional resources, and an index. Aligned to Common Core Standards and correlated to state standards. Encyclopedias is an imprint of Abdo Reference, a division of ABDO.

The Routledge Handbook of Fan Video and Digital Authorship

Autor: Louisa Ellen Stein , Samantha Close

Número de Páginas: 459

This cutting-edge collection explores the histories, aesthetics, and cultural work of fan video across a wide variety of manifestations and genres. Editors Louisa Ellen Stein and Samantha Close have assembled an edited collection that showcases the aesthetic diversity and transcultural dynamics at play in fan video as a widespread form. The collection explores the relationships between fan video as a set of DIY subcultural authorship forms and the broader evolving popular cultures of digital media, looking at how fan video structures and aesthetics influence other popular and commercial forms of digital video. In order to do so, it examines a wide range of fan video genres and practices, including vidding, reaction videos, self-insert TikToks, ASMR videos, Let’s Play videos, streams, Bilibili videos, gif loops, fan films, crack videos, animatics, collection videos, deepfakes, fake trailers, and fan video essays, among others. It features chapters by a range of scholars working in the intersecting fields of digital media studies, fan studies, media studies, cultural studies, audience studies, video game studies, transcultural studies, and videographic studies. A field-defining...

ICCCE 2021

Autor: Amit Kumar , Stefan Mozar

Número de Páginas: 1229

This book is a collection of research articles presented at the 4th International Conference on Communications and Cyber-Physical Engineering (ICCCE 2021), held on April 9 and 10, 2021, at CMR Engineering College, Hyderabad, India. ICCCE is one of the most prestigious conferences conceptualized in the field of networking and communication technology offering in-depth information on the latest developments in voice, data, image, and multimedia. Discussing the latest developments in voice and data communication engineering, cyber-physical systems, network science, communication software, image, and multimedia processing research and applications, as well as communication technologies and other related technologies, it includes contributions from both academia and industry. This book is a valuable resource for scientists, research scholars, and PG students working to formulate their research ideas and find the future directions in these areas. Further, it may serve as a reference work to understand the latest engineering and technologies used by practicing engineers in the field of communication engineering.

Music in the Role-Playing Game

Autor: William Gibbons , Steven Reale

Número de Páginas: 216

Music in the Role-Playing Game: Heroes & Harmonies offers the first scholarly approach focusing on music in the broad class of video games known as role-playing games, or RPGs. Known for their narrative sophistication and long playtimes, RPGs have long been celebrated by players for the quality of their cinematic musical scores, which have taken on a life of their own, drawing large audiences to live orchestral performances. The chapters in this volume address the role of music in popular RPGs such as Final Fantasy and World of Warcraft, delving into how music interacts with the gaming environment to shape players’ perceptions and engagement. The contributors apply a range of methodologies to the study of music in this genre, exploring topics such as genre conventions around music, differences between music in Japanese and Western role-playing games, cultural representation, nostalgia, and how music can shape deeply personal game experiences. Music in the Role-Playing Game expands the growing field of studies of music in video games, detailing the considerable role that music plays in this modern storytelling medium, and breaking new ground in considering the role of genre....

Ultralearning

Autor: Scott H. Young

Número de Páginas: 344

En un mundo en constante evolución, es imprescindible adquirir nuevos conocimientos y habilidades en el trabajo y en cualquier aspecto de nuestra vida. Ultralearning te descubrirá cómo aprender de una forma rápida y efectiva. --- « Ultralearning es una lectura fascinante e inspiradora, una mina de oro de estrategias que te permitirán aprender cualquier cosa más rápido». JAMES CLEAR, autor del best seller Hábitos atómicos ¿Quieres cambiar de trabajo o impulsar tu carrera? Ultralearning te ofrece la estrategia para dominar las habilidades que te permitirán ampliar tus horizontes profesionales. ¿Qué cosas siempre has querido hacer pero el miedo te lo ha impedido? ¿Te imaginas que finalmente pudieras hablar inglés, tocar la guitarra, dibujar, hablar en público o programar? Con la estrategia correcta, puedes aprender rápidamente cualquier cosa y adquirir una mayor confianza en ti mismo. Con Ultralearning, podrás: 1. Aprender nuevas habilidades para reinventar tu carrera profesional. 2. Mejorar tu manera de estudiar actual. 3. Identificar lo que te ha funcionado en el pasado para poder aplicarlo en el futuro. 4. Adquirir confianza para vencer las dudas. 5. Aprender...

Games as Texts

Autor: Alayna Cole , Dakoda Barker

Número de Páginas: 92

Games as Texts provides an overview and practical steps for analysing games in terms of their representations of social structures, class, power, race, sexuality, gender, animals, nature, and ability. Each chapter applies a traditional literary theory to the narrative and mechanics of games and explores the social commentary the games encourage. This approach demonstrates to players, researchers, games media, and non-gamers how they can engage with these cultural artefacts through both critical reading and theoretical interpretations. Key Features: Explores games through various literary and theoretical lenses Provides exemplar analysis and guiding questions to help readers think critically about games Highlights the social commentary that all texts can reveal—including games—and how this impacts narrative and mechanics

Music and Sonic Environments in Video Games

Autor: Kate Galloway , Elizabeth Hambleton

Número de Páginas: 222

Music and Sonic Environments in Video Games brings together a range of perspectives that explore how music and sound in video games interact with virtual and real environments, often in innovative and unexpected ways. Drawing on a range of game case studies and disciplinary perspectives, the contributors consider the sonic environment in games as its own storytelling medium. Highlighting how dynamic video game soundscapes respond to players’ movements, engage them in collaborative composition, and actively contribute to worldbuilding, the chapters discuss topics including genre conventions around soundscape design, how sonic environments shape players’ perceptions, how game sound and music model ecological processes and nonhuman relationships, and issues of cultural and geographic representation. Together, the essays in this volume bring game music and sound into the environmental humanities and transform our understanding of sonic environments as an essential part of storytelling in interactive media. Engaging a wide variety of game genres and communities of play, this book will be of interest to students and scholars of music, media studies, critical game studies, popular...

Ideological Games

Autor: Varios Autores

Número de Páginas: 195

El videojuego ha pasado de ser undergound a convertirse en entretenimiento de masas. En el proceso se ha integrado perfectamente en la industria cultural del capitalismo occidental. Sin embargo, la crítica cultural se ha centrado más en las perspectivas individuales y subjetivas. El presente volumen recoge ensayos que buscan expresar esa disidencia frente a las corrientes mayoritarias y dar espacio a otras formas de pensar el videojuego que tengan en cuenta tanto sus condiciones formales como socioeconómicas. Los ensayos de este volumen pretenden señalar desde distintas perspectivas y perfiles dentro del videojuego (de desarrolladores a académicos) ese discurso oculto que tiene diversas caras y objetivos, pero que se enmarca en el mismo contexto del capitalismo hegemónico. Los videojuegos son productos culturales que, como todos los demás, contienen una forma de ver el mundo y de estar en el mundo que disemina y educa a sus usuarios. Es la ideología lo que está en juego.

History of Video Games

Autor: Nicky Huys

Número de Páginas: 139

"History of Video Games" is an engaging exploration of the evolution of gaming from its humble beginnings to its current status as a global phenomenon. This book chronicles the pivotal moments that shaped the industry, including the rise of arcade games, the introduction of home consoles, and the advent of online multiplayer experiences. Readers will discover the cultural impact of video games, the technology that drove innovation, and the visionary minds behind beloved franchises. Featuring interviews with industry pioneers, insights into game design, and a look at the future of gaming, this comprehensive guide serves as both a nostalgic journey for seasoned gamers and an enlightening introduction for newcomers. Whether you're a casual player or a dedicated enthusiast, this book offers a captivating narrative that celebrates the artistry and influence of video games throughout history.

The Most Relaxing Video Games

Autor: Ryan Janes

Número de Páginas: 273

Video games are so much more than just full throttle blasts of gunfights, violence and white-knuckle competition. They can also be beautiful, cosy and even emotionally uplifting journeys too. The ideal escapism after a day you’d sooner forget or the perfect sedative following a particularly stress-filled afternoon. The Most Relaxing Video Games will walk you through a selection of gaming experiences sure to help you unwind. From the familiar warmth of sitting down with a good classic board game (51 of them to be exact) through to the solving of hundreds of puzzles on a mysterious island using nothing but lines, there’s a world of delightfully comforting video games just waiting to sooth your gaming soul. Covering over 50 video games and spanning nearly thirty years, this comprehensive guide includes detailed explanations of every peaceful entry along with full-color screenshots, standout moments, fascinating facts and of course what it is that makes them such a relaxing alternative. Whether you’re a fan of racers, management sims, puzzles or platformers, there’s something here for everyone. So trade in your firearms for farming gear and punching fists for puzzles. Sit...

Cozy Gaming

Autor: Liv Ngan

Número de Páginas: 74

It's time to put your snuggle top on, cuddle your squishies, and find out all about the cosiest games around! Cosy games include fun, de-stressing, cute and calm games like Stardew Valley, Animal Crossing: New Horizons, Disney Dreamlight Valley, Oxenfree and many more. This book gives you everything you need to focus on diving into the carefree world of cosy gaming, with reviews of the best titles and previews of soon-to-be-released games too. No matter how you game - on consoles, online or on mobile devices - there's something here for you. As well as info on the best games to play, this book is also full of ways to cosy-fy your life-including tips for making your bedroom super snuggly, the cutest squishies and plushies, and the ultimate accessories for all-important self-care. You'll discover how to customise your current room to turn it into a den of relaxation, how to find an aesthetic that works for you, and how to choose your ultimate cosy lifestyle. It's everything you need for your perfect cosy life!

The PlayStation Dreamworld

Autor: Alfie Bown

Número de Páginas: 140

From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.

Digital Love

Autor: Heidi Mcdonald

Número de Páginas: 277

Scholars and professionals from all over the world, across experience levels and the gender and sexuality spectrum, share experiences and analysis of romance and sexuality in video games. Whether discussing casual sex in the Star Wars universe; analyzing various Otome games; examining "the gaze" in various games; player romance behavior in games; or exploring the ethical ramifications of sexuality in virtual reality and other emerging technologies, this book discusses what players want in video game romance, and how developers can best deliver it. Key Features: Examines the past, present, and future of romance in single-player, role-playing games Discusses common presentations of romance in single-player, role-playing games— both in the category and game mechanics that drive romance Discusses research on how players define a satisfying game romance and what specific steps narrative designers can take to design satisfying games Explains the notion of the empathic game and explores its importance in relation to romance in game design

The World of Sea Cucumbers

Autor: Annie Mercier , Jean-francois Hamel , Andrew Suhrbier , Christopher Pearce

Número de Páginas: 856

The World of Sea Cucumbers: Challenges, Advances, and Innovations provides broad coverage of sea cucumber biology, ecology, fisheries, aquaculture, and trade while also bringing forward novel cultural, socioeconomic and scientific topics related to commercial and non-commercial species worldwide. Written by international experts in their respective fields, the book offers a unique outlook into the fascinating world of sea cucumbers while also providing valuable information to various stakeholders and researchers. Commercial fisheries and aquaculture programs are addressed, especially as they relate to emerging species, but the book also covers novel, understudied or lesser-known biological, ecological, and commercial aspects. The involvement of Indigenous peoples and minorities in various community-level initiatives and on the cultural significance/impact of sea cucumbers in many regions are also examined. Finally, breakthroughs and emerging biotechnologies centered on sea cucumbers are presented. - Brings together a network of experts covering broad sea cucumber topics, from basic biology and commercial trade to socioeconomic value and novel biotechnologies - Offers worldwide...

Cocktails and Consoles

Autor: Elias Eells

Número de Páginas: 289

Press start and get ready to craft delicious cocktails. With 75 unique and easy-to-prepare recipes inspired by some of the most popular video games in history, Cocktails and Consoles makes it easy to level up your cocktail and mocktail skills! Whether you are settling in for a solo night of video games or hosting a co-op party, these delightful cocktail and mocktail recipes are simple to make, easy to enjoy, and won't require you to search your inventory for obscure ingredients or spirits. Cocktails and Consoles is the ultimate gamer cocktail book for gamers of all skills—whether they are level 1 or a boss-level mixologist. With vibrant illustrations, a tutorial section with information on equipment, your components (spirits), and additional buffs (syrups and cordials) plus Bar Byte tips to help you get started on your adventure, this book is the perfect 1up to your mixology routine. Created especially for video game fans, this cocktail book features controller-friendly recipes that all offer playful homage to favorite games and characters including The Oregon Trail Buck (The Oregon Trail), Pom of Power (Hades), The Miles Edgeworth MarTeani (Ace Attorney), The Cake Is a Lie...

The Bloomsbury Handbook of Sex and Sexuality in Game Studies

Autor: Matthew Wysocki , Steffi Shook

Número de Páginas: 427

The Bloomsbury Handbook of Sex and Sexuality in Game Studies consists of a comprehensive collection of essays that review and supplement current work focusing on sex and sexuality in games. The chapters provide insight into sexual content in games, representation of various sexualities, and player experience. Together they contribute to a growing field of work concerning two, difficult to define, phenomena: the borders of sex and sexuality and video games. As we frequently see debates and discussions over who gets to love whom and who gets to exist in their true self, this handbook plays a part in outlining the parameters of crucial issues within the games that we play.

The Game Development Strategy Guide

Autor: Cheryl Platz

Número de Páginas: 281

Some of today’s most popular video games have been on the market for decades, while others barely make it days before disappearing forever. What differentiates the games that survive? This expansive look at modern video game development gives you an end-to-end, cross-disciplinary understanding of the people, processes, and core design principles you’ll need to create video games that thrive. Who Should Read This Book This book is for anyone and everyone interested in working on and creating games, including: Aspiring game developers of any discipline. Veteran game developers looking to reframe their understanding of game development to account for modern trends and standards. Creative leaders who need to build and support environments where great video games are created. Game designers trying to improve their understanding of the business considerations that have felled so many recent games. User experience designers looking to understand, define, and expand their impact in the broader video game market. Producers struggling with the choice of business model or monetization choices for their games. Partners to video game developers like legal counsel, business development,...

The Sims

Autor: Mari Bolte

Número de Páginas: 50

Learn about The Sims and how to build a home, get a job, and interact with family. Explore the history of The SIMS and peer into the future of one of the world's most popular games. The Sims will give you a behind-the-scenes look at a great game, with features that include: a glossary, index, and bibliography for further reading.

Aesthetics and Video Games

Autor: Christopher Bartel

Número de Páginas: 164

Aesthetics and Video Games introduces current issues and ideas in philosophical aesthetics that help us to better understand why video games are different from cinema, animation and other types of fiction. Addressing two foundational issues, the notion of the aesthetic and the value of play, it asks what the aesthetic is and investigates how value arises from different forms of play. Introducing the history and theory surrounding these questions, this book: - Offers an account of the value of games that places gameplay and interactivity at its core - Acknowledges the importance of both ethical and feminist criticisms of games - Offers a novel account of how video games can be valued as competitions, narratives, and toys - Suggests ways in which a theory of the aesthetics of games must move beyond traditional approaches in aesthetics. Drawing from work in philosophy, media studies, psychology, and gender studies, it not only demonstrates how theories from these areas can helpfully come into conversation with each other, it explores new paradigms, models, and concepts that aid our knowledge of video games in today's culture.

Virtual Identities and Digital Culture

Autor: Victoria Kannen , Aaron Langille

Número de Páginas: 274

Virtual Identities and Digital Culture investigates how our online identities and cultures are embedded within the digital practices of our lives, exploring how we form community, how we play, and how we re-imagine traditional media in a digital world. The collection explores a wide range of digital topics – from dating apps, microcelebrity, and hackers to auditory experiences, Netflix algorithms, and live theatre online – and builds on existing work in digital culture and identity by bringing new voices, contemporary examples, and highlighting platforms that are emerging in the field. The book speaks to the modern reality of how our digital lives have been forever altered by our transnational experiences – one of those key experiences is the pandemic, but so too is systemic inequality, questions of digital privacy, and the role of joy in our online lives. A vital contribution at a time of significant social and cultural flux, this book will be highly relevant to those studying digital culture within media, communication, cultural studies, digital humanities, and sociology departments.

Game Development Fundamentals: Creating Engaging and Interactive Games

Autor: Michael Roberts

Número de Páginas: 154

Delve into the dynamic world of game development with 'Game Development Essentials: Crafting Immersive and Interactive Games.' This comprehensive guide covers everything from fundamental principles and design methodologies to advanced techniques and industry trends. Whether you're a novice aspiring to create your first game or a seasoned developer looking to enhance your skills, each chapter offers practical insights, case studies, and best practices to help you navigate the complexities of game creation. Discover how to build engaging gameplay mechanics, design captivating worlds, implement immersive audio experiences, and master the art of storytelling. With this book as your companion, embark on a journey to create unforgettable gaming experiences that captivate audiences worldwide.

Starship Therapise

Autor: Larisa A. Garski, Lmft , Justine Mastin, Lmft

Número de Páginas: 322

Harnessing the power of fandom--from Game of Thrones to The Legend of Zelda--to conquer anxiety, heal from depression, and reclaim balance in mental and emotional health. Modern mythologies are everywhere--from the Avengers of the Marvel Cinematic Universe to The Wicked + The Divine. Where once geek culture was niche and hidden, fandom characters and stories have blasted their way into our cineplexes, bookstores, and consoles. They help us make sense of our daily lives--and they can also help us heal. Psychotherapists and hosts of the popular Starship Therapise podcast Larisa A. Garski and Justine Mastin offer a self-help guide to the mental health galaxy for those who have been left out of more traditional therapy spaces: geeks, nerds, gamers, cosplayers, introverts, and everyone in between. Starship Therapise explores how narratives and play inform our lives, inviting readers to embrace radical self-care with Westworld's Maeve and Dolores, explore anxiety with Miyazaki, and leverage narrative therapy with Arya Stark. Spanning fandoms from Star Wars to The Expanse and The Legend of Zelda to Outer Wilds, readers will explore mental health and emotional wellness without conforming...

Hybrid Play

Autor: Adriana De Souza E Silva , Ragan Glover-rijkse

Número de Páginas: 277

This book explores hybrid play as a site of interdisciplinary activity—one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.

Delicious Pixels

Autor: Agata Waszkiewicz

Número de Páginas: 308

Delicious Pixels: Food in Video Games introduces critical food studies to game scholarship, showing the unique ways in which food is utilized in both video game gameplay and narrative to show that food is never just food but rather a complex means of communication and meaning-making. It aims at bringing the academic attention to digital food and to show how significant it became in the recent decades as, on the one hand, a world-building device, and, on the other, a crucial link between the in-game and out-of-game identities and experiences. This is done by examining specifically the examples of games in which food serves as the means of creating an intimate, cozy, and safe world and a close relationship between the players and the characters.

The Business of Indie Games

Autor: Alex Josef , Alex Van Lepp , Marshal D. Carper

Número de Páginas: 287

"The Business of Indie Games provides exceptional insight into how the video games industry works. It shares valuable information on how to successfully self-publish and secure publisher support. Whether you’re making your first game or tenth, this book is a must read." – Paul Baldwin, Curve Digital "The video game industry is a tough business and anyone looking to succeed in indie development should give The Business of Indie Games a read." – Graham Smith, Co-Founder of DrinkBox Studios "This book is a fast track to success for anyone managing a game launch and looking to raise funding for their projects. It shares knowledge that you only learn after years of triumphs and failures within this industry." – Scott Drader, Co-Founder of Metalhead Software "There’s nothing like The Business of Indie Games taught in school. You learn how to make a game, but not how to conduct business, market, and launch a game. This book dives into topics that every indie developer should know." – Yukon Wainczak, Founder of Snoozy Kazoo "I’ve seen no better guide for understanding how the video game industry really works. An important read for anyone whose work touches games, including...

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