100 Greatest Video Game Franchises

100 Greatest Video Game Franchises
Title 100 Greatest Video Game Franchises PDF eBook
Author Robert Mejia
Publisher Rowman & Littlefield
Pages 267
Release 2017-08-17
Genre Games & Activities
ISBN 1442278153

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Video games take players on a trip through ancient battlefields, to mythic worlds, and across galaxies. They provide players with a way to try on new identities and acquire vast superpowers. Video games also give people the chance to hit reset – to play again and again until they achieve a desired outcome. Their popularity has enabled them to grow far beyond their humble origins and to permeate other forms of popular culture, from comic books and graphic novels to films and television programs. Video games are universal. In 100 Greatest Video Game Franchises, editors Robert Mejia, Jaime Banks, and Aubrie Adams have assembled essays that identify, assess, and reveal the most important video games of all-time. Each entry makes a case for the game’s cultural significance and why it deserves to be on the list, from its influence on other games to its impact on an international scale. In addition to providing information about the game developer and when the franchise was established, these entries explore the connections between the different video games, examining them across genre, theme, and content. This accessible collection of essays gives readers an opportunity to gauge their favorite video game franchises against the best of all time and argue how they each fit among the 100 greatest ever created. Whether casually looking up information on these games or eager to learn how franchises evolved over the years, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Franchises will appeal to fans and scholars alike.

100 Greatest Video Game Characters

100 Greatest Video Game Characters
Title 100 Greatest Video Game Characters PDF eBook
Author Jaime Banks
Publisher Rowman & Littlefield
Pages 261
Release 2017-06-23
Genre Games & Activities
ISBN 1442278137

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Though in existence for only a few decades, video games are now firmly established in mainstream culture all around the planet. Every year new games are produced, and every year new favorites emerge. But certain characters have become so iconic that they withstand both time and the shifting interests of players. Such creations permeate other elements of popular culture—from graphic novels to film—and are known not only to dedicated gamers but to the general public as well. In 100 Greatest Video Game Characters, readers can learn about some of the most popular and influential figures that have leapt from computer monitors and television screens and into the public consciousness. The entries in this volume provide general facts about the characters as well as explore their cultural significance. The entries include the following information: Game developer Year character was established Video game franchise In addition, the book examines the commonalities of various video game characters to help readers better understand their popularity and how they operate within the video games and the industry itself. Whether casually looking up information on video game characters or researching what these icons says about society, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Characters will appeal to fans and scholars alike.

Video Game Franchises

Video Game Franchises
Title Video Game Franchises PDF eBook
Author Source Wikipedia
Publisher Booksllc.Net
Pages 134
Release 2013-09
Genre
ISBN 9781230698267

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Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 133. Chapters: List of best-selling video game franchises, Final Fantasy, The Legend of Zelda, Sonic the Hedgehog (series), Grand Theft Auto (series), God of War (series), Assassin's Creed, Mortal Kombat, Metal Gear, Need for Speed, Silent Hill, Age of Empires, Tony Hawk (series), Super Mario (series), Dream Chronicles (series), Madden NFL, Golden Sun (series), Crash Bandicoot, StarCraft (series), Castlevania. Excerpt: This is a list of best-selling video game franchises that have sold or shipped at least 5 million copies. Unless otherwise stated, numbers indicate worldwide units sold, ordered alphabetically whenever two or more list the same amount. The exception are the ones specifying shipments, which have lower precedence than others listing sales. Franchise sales include expansion packs even though they are not considered full video games. For best-selling individual video games, see List of best-selling video games. The sales figures given below do not include arcade game sales, which can be found at List of highest-grossing arcade video games. - This color indicates a sub-series of a larger video game franchise. This does not necessarily apply for series that are not video game-based. Pokemon (219.28 million)Wii Series (192.76 million) The Sims (150 million)Tetris (125 million)Grand Theft Auto (114 million)Final Fantasy (102.04 million) Call of Duty (100 million)FIFA (100 million)Need for Speed (100 million) Madden NFL (90 million)Sonic the Hedgehog (85.13 million)Winning Eleven / Pro Evolution Soccer (77.06 million)The Legend of Zelda (68.13 million)Gran Turismo (67.89 million)Dragon Quest (59.0004 million)Ape Escape (58.9 million)Tom Clancy (63 million) Resident Evil (55.2 million)Donkey Kong (53.994 million)Battlefield (50 million)Bejeweled (50 million)Nickelodeon (50 million, includes SpongeBob SquarePants...

Nazi Occultism, Jewish Mysticism, and Christian Theology in the Video Game Series Wolfenstein

Nazi Occultism, Jewish Mysticism, and Christian Theology in the Video Game Series Wolfenstein
Title Nazi Occultism, Jewish Mysticism, and Christian Theology in the Video Game Series Wolfenstein PDF eBook
Author Frank G. Bosman
Publisher Rowman & Littlefield
Pages 197
Release 2024-07-03
Genre Religion
ISBN 1978715528

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The critically acclaimed if controversial game series Wolfenstein is famous for its inclusion of historical objects and figures from the realm of Nazi Occultism, including the Swastika, the Spear of Destiny, the Thule Medallion, Heinrich Himmler, Helena Blavatsky, and Karl Wiligut. The series was criticized for its alleged Nazi glorification and for completely neglecting primary victims of the Second World War, the Jewish people. But since its reboot with Wolfenstein: New Order in 2014, the series has a new, distinct filo semitic flavor, including a number of explicit Jewish characters, a playable concentration camp level, and several theological discussions on God and the existence of evil. In Nazi Occultism, Jewish Mysticism, and Christian Theology in the Video Game Series Wolfenstein, game theologian Frank G. Bosman critically examines both the Nazi occultist and Judaist inspirations and aspirations of the game series, putting forth the question if the series has not invertedly ventured into implicit antisemitic territory by including the Da’at Yichud, a fictional, ancient, and distinct Jewish organization harboring the great minds of history.

American Reference Books Annual

American Reference Books Annual
Title American Reference Books Annual PDF eBook
Author Juneal M. Chenoweth
Publisher Bloomsbury Publishing USA
Pages 577
Release 2019-06-24
Genre Language Arts & Disciplines
ISBN 1440869146

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Read professional, fair reviews by practicing academic, public, and school librarians and subject-area specialists that will enable you to make the best choices from among the latest reference resources. This newest edition of American Reference Books Annual (ARBA) provides librarians with insightful, critical reviews of print and electronic reference resources released or updated in 2017-2018, as well as some from 2019 that were received in time for review in the publication. By using this invaluable guide to consider both the positive and negative aspects of each resource, librarians can make informed decisions about which new reference resources are most appropriate for their collections and their patrons' needs. Collection development librarians who are working with limited budgets—as is the case in practically every library today—will be able to maximize the benefit from their monetary resources by selecting what they need most for their collection, while bypassing materials that bring limited value to their specific environment.

How to Play Video Games

How to Play Video Games
Title How to Play Video Games PDF eBook
Author Matthew Thomas Payne
Publisher NYU Press
Pages 376
Release 2019-03-26
Genre Games & Activities
ISBN 1479805920

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Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Video Game Art Reader

Video Game Art Reader
Title Video Game Art Reader PDF eBook
Author Tiffany Funk
Publisher Amherst College Press
Pages 99
Release 2022-04
Genre Art
ISBN 1943208441

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This volume of VGAR critically analyzes video game art as a means of survival. Though "survival strategy" exists as a defined gaming genre, all video games--as unique, participatory artworks--model both individual and collaborative means of survival through play. Video games offer opportunities to navigate both historical and fictional conflicts, traverse landscapes devastated by climate change or nuclear holocaust, and manage the limited resources of individuals or even whole civilizations on earth and beyond. They offer players a dizzying array of dystopian scenarios in which to build and invent, cooperate with others (through other players, NPCs, or AI) to survive another day. Contributors show how video games focus attention, hone visuospatial skills, and shape cognitive control and physical reflexes and thus have the power to participate in the larger context of radical, activist artworks that challenge destructive hegemonic structures as methods of human conditioning, coping, and creating. Contributions by Anna Anthropy , Andrew Bailey, Michael Anthony DeAnda, Luisa Salvador Dias, Tiffany Funk, Elizabeth LaPensée, Treva Michelle Legassie, Michael Paramo, and Martin Zeilinger.