Download PDF Computer Gaming World Book by Full eBook and published by . This book was released on 2003 with total page 582 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Author : Jamie Lendino
Publisher : Steel Gear Press
Release Date : 2022-03-14
ISBN : 1957932015
Pages : 386 pages
Rating : 4.7/5 (932 Download)
Download PDF Starflight: How the PC and DOS Exploded Computer Gaming Book by Jamie Lendino Full eBook and published by Steel Gear Press. This book was released on 2022-03-14 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: No one saw it coming. At its launch in 1981, IBM’s original Personal Computer was an expensive business machine—not a gaming behemoth of the kind you saw from Apple, Atari, Commodore, and Tandy. But by 1990, the PC had trampled all its competitors and become the gaming juggernaut it remains to this day. How did this happen? What did the PC do that the ostensibly superior Commodore Amiga, Atari ST, and Apple IIGS, couldn’t? In Starflight: How the PC and DOS Exploded Computer Gaming 1987–1994, author Jamie Lendino tells the full story, starting with the PC’s humble CGA and monochrome origins, moving through early ill-fated (if influential) failures such as the PCjr and Tandy 1000, and diving deep into the industry-shattering innovations in processing, graphics, sound, software, and distribution that gave the PC (and the gamers who loved it) unprecedented power and reach. Along the way, Lendino explores more than 110 of the PC’s most entertaining and important games, revealing how they paved the way for PC supremacy while also offering players new levels of challenge and fun. From groundbreaking graphic adventures (King’s Quest, The Secret of Monkey Island), innovative role-playing games (Ultima, Might and Magic), and sprawling space combat epics (Wing Commander, X-Wing) to titanic strategy titles (Civilization, X-Com), first-person shooters (Stellar 7, Doom), wide-ranging simulations (Stunts, Falcon 3.0), and hard-driving arcade action games (Arkanoid, Raptor), you’ll discover every detail of how the PC’s games catapulted it into the computer gaming stratosphere. Whether you were there at the time—experiencing first-hand the transition of EGA to VGA and single-voice beeps and boops to sweepingly symphonic Roland MT-32 sound, and discovering historic titles upon their release—or you’re only now discovering the wonders of the era, Starflight: How the PC and DOS Exploded Computer Gaming 1987–1994 is a fresh, dynamic, and impossible-to-put-it-down look at the years when PC gaming—and computer gaming itself—changed forever.
Author : Denny Atkin
Publisher : Brady
Release Date : 1997
ISBN : 9781566865807
Pages : 163 pages
Rating : 4.1/5 (566 Download)
Download PDF Computer Gaming World's Why Won't This #@$! Game Work Book by Denny Atkin Full eBook and published by Brady. This book was released on 1997 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: PC Gaming: Computer Gaming World's Instant Expert Guide covers everything new game players need to know, such as game genres, terminology, ratings, and new technology, as well as hardware needs, accessories, and how to troubleshoot the most common problems. The free CD includes hot game demos, such as Quake, Star Trek Generations and Command & Conquer Red Alert, which are attractive to avid players, but will also serve as a "try-before-you-buy" sampler for new gamers.
Author : Mark J. P. Wolf
Publisher : ABC-CLIO
Release Date : 2021-05-24
ISBN : 1440870209
Pages : 1288 pages
Rating : 4.0/5 (87 Download)
Download PDF Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition [3 volumes] Book by Mark J. P. Wolf Full eBook and published by ABC-CLIO. This book was released on 2021-05-24 with total page 1288 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games
Download PDF A History of Competitive Gaming Book by Lu Zhouxiang Full eBook and published by Routledge. This book was released on 2022-05-13 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.
Download PDF Intermedia Games—Games Inter Media Book by Michael Fuchs Full eBook and published by Bloomsbury Publishing USA. This book was released on 2019-02-21 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.
Download PDF The Findability Formula Book by Heather F. Lutze Full eBook and published by John Wiley & Sons. This book was released on 2009-03-16 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: To be successful in business you must be able to attract the right clients and persuade them to buy. However, on the internet, people only see what the search engines direct them to and the competition for those top spots is fierce. So how do you ensure that your business is front-and-center when prospects are searching for solutions? The answer is The Findability Formula. The Findability Formula is for anyone who wants to improve results from Internet marketing. The book is specifically written for business owners who are frustrated with a website that is not showing up in search results and not generating business. The Findability Formula will help readers understand how prospects and customers search for products and services on the Internet, and will show them, step-by-step, how to optimize their findability. The book will be a non-technical guide to effectively building and implementing, from the ground up, an Internet search marketing program that gets results. The reader will learn how paid search works, and how paid and organic search can work together to create optimum web visibility and reduce paid search costs over time. The basic message of the book is that there is a formula for findability and for converting prospects to purchasers. Readers' Benefits from The Findability Formula: * A complete step-by-step approach to search engine marketing applicable to any product or service, The Findability Formula will include easy-to-follow instruction from chapter to chapter as well as launch checklists in the appendix. * The most up-to-date search research and statistics available, including uncommon ways to connect with your online buyer. * Shows the reader how to avoid common search marketing mistakes that cost big money. How to not be bullied and take control of in-house e-commerce department strategies and SEM agencies. * A small company can compete successfully in search with larger, well-established competitors. How to work smarter to get even better search engine "findability". * Maximizes the reader's investment. The reader won't waste money by needlessly paying for "clicks" from customers who have no intention of buying. The investment in this book will be repaid thousands of times over. * Saves time, money and energy in creating in-house search marketing programs and properly tracking results by keyword. Negates the need to hire outside SEM agencies
Download PDF Computer Games Book by Blair Carter Full eBook and published by Nova Publishers. This book was released on 2002 with total page 157 pages. Available in PDF, EPUB and Kindle. Book excerpt: Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
Download PDF Video Game Worlds Book by Timothy Rowlands Full eBook and published by Left Coast Press. This book was released on 2012-01-15 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to analyze the massively multiplayer online game Everquest.
Download PDF PC Mag Book by Full eBook and published by . This book was released on 1994-04-26 with total page 460 pages. Available in PDF, EPUB and Kindle. Book excerpt: PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
Download PDF Mass Communication in the Modern Arab World Book by Naila Nabil Hamdy Full eBook and published by Rowman & Littlefield. This book was released on 2022-03 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces, explains, and explores communication in the modern Arab world. Focusing on contemporary times and the lasting effects of the Arab Spring, the book reveals how the unceasing growth of media and communication technologies have acted as agents of change and provides evidence of mass communication’s potential to transform societies and cultures.
Download PDF Utopic Dreams and Apocalyptic Fantasies Book by Talmadge J. Wright Full eBook and published by Lexington Books. This book was released on 2010-09-25 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.
Download PDF The Myth of the American Superhero Book by John Shelton Lawrence Full eBook and published by Wm. B. Eerdmans Publishing. This book was released on 2002 with total page 429 pages. Available in PDF, EPUB and Kindle. Book excerpt: As the nation seems to yearn for redemption from the evils that threaten its tranquility, the authors maintain that Joseph Campbell's monomythic hero is alive and well, but significantly displaced, in American popular culture.
Download PDF Role-Playing Game Studies Book by Sebastian Deterding Full eBook and published by Routledge. This book was released on 2018-04-17 with total page 484 pages. Available in PDF, EPUB and Kindle. Book excerpt: This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.
Download PDF CyberSociety Book by Steve Jones Full eBook and published by SAGE. This book was released on 1995 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: Deals with computer mediated communication
Download PDF PC Mag Book by Full eBook and published by . This book was released on 1994-07 with total page 578 pages. Available in PDF, EPUB and Kindle. Book excerpt: PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
Download PDF PC Mag Book by Full eBook and published by . This book was released on 1994-08 with total page 618 pages. Available in PDF, EPUB and Kindle. Book excerpt: PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.