Codename Revolution

Codename Revolution
Title Codename Revolution PDF eBook
Author Steven E. Jones
Publisher MIT Press
Pages 215
Release 2024-12-17
Genre Games & Activities
ISBN 0262553783

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Nintendo's hugely popular and influential video game console system considered as technological device and social phenomenon. The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or “Wiimote”) play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. This book describes the Wii's impact in technological, social, and cultural terms, examining the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space. Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: the console itself, designed to be low-powered and nimble; the iconic Wii Remote; Wii Fit Plus, and its controller, the Wii Balance Board; the Wii Channels interface and Nintendo's distribution system; and the Wii as a social platform that not only affords multiplayer options but also encourages social interaction in shared physical space. Finally, the authors connect the Wii's revolution in mimetic interface gaming—which eventually led to the release of Sony's Move and Microsoft's Kinect—to some of the economic and technological conditions that influence the possibility of making something new in this arena of computing and culture.

Who Are You?

Who Are You?
Title Who Are You? PDF eBook
Author Alex Custodio
Publisher MIT Press
Pages 282
Release 2020-10-13
Genre Games & Activities
ISBN 0262360462

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The Game Boy Advance platform as computational system and cultural artifact, from its 2001 release through hacks, mods, emulations, homebrew afterlives. In 2002, Nintendo of America launched an international marketing campaign for the Game Boy Advance that revolved around the slogan "Who Are You?"--asking potential buyers which Nintendo character, game, or even device they identified with and attempting to sell a new product by exploiting players' nostalgic connections to earlier ones. Today, nearly two decades after its release, and despite the development of newer and more powerful systems, Nintendo's Game Boy Advance lives on, through a community that continues to hack, modify, emulate, make, break, remake, redesign, trade, use, love, and play with the platform. In this book Alex Custodio traces the network of hardware and software afterlives of the Game Boy Advance platform.

Codename Greenkil

Codename Greenkil
Title Codename Greenkil PDF eBook
Author Elizabeth Wheaton
Publisher University of Georgia Press
Pages 356
Release 2009-04-01
Genre History
ISBN 0820331481

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On November 3, 1979, in a Greensboro, North Carolina, housing project, gunfire erupted when a group of Klansmen and Nazis responded to public challenges to "face the wrath of the people" at a Communist-sponsored anti-Klan demonstration. Eighty-eight terror-filled seconds later, four demonstrators were dead, one was dying, and nine others were wounded. All of the dead were members of the Communist Workers Party (CWP). In Codename Greenkil, Elizabeth Wheaton goes behind the scenes of the shootings to reveal the sixteen-year history of people and events that set the stage for the tragedy and its aftermath. In her new afterword, Wheaton looks at the legacy of the shootings, focusing in particular on the survivor-initiated Greensboro Truth and Reconciliation Commission, whose members were empaneled in June 2004 and issued their final report in May 2006.

Game Time

Game Time
Title Game Time PDF eBook
Author Christopher Hanson
Publisher Indiana University Press
Pages 273
Release 2018-03-08
Genre Games & Activities
ISBN 0253032849

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Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.

Playable Bodies

Playable Bodies
Title Playable Bodies PDF eBook
Author Kiri Miller
Publisher Oxford University Press
Pages 257
Release 2017-03-01
Genre Music
ISBN 0190257857

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What happens when machines teach humans to dance? Dance video games transform players' experiences of popular music, invite experimentation with gendered and racialized movement styles, and present new possibilities for teaching, learning, and archiving choreography. Drawing on five years of research with players, game designers, and choreographers for the Just Dance and Dance Central games, Playable Bodies situates dance games in a media ecology that includes the larger game industry, viral music videos, reality TV competitions, marketing campaigns, and emerging surveillance technologies. Author Kiri Miller tracks the circulation of dance gameplay and related body projects across media platforms to reveal how dance games function as intimate media, configuring new relationships among humans, interfaces, music and dance repertoires, and social media practices.

Ethical Hacking and Penetration Testing Guide

Ethical Hacking and Penetration Testing Guide
Title Ethical Hacking and Penetration Testing Guide PDF eBook
Author Rafay Baloch
Publisher CRC Press
Pages 524
Release 2017-09-29
Genre Computers
ISBN 148223162X

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Requiring no prior hacking experience, Ethical Hacking and Penetration Testing Guide supplies a complete introduction to the steps required to complete a penetration test, or ethical hack, from beginning to end. You will learn how to properly utilize and interpret the results of modern-day hacking tools, which are required to complete a penetration test. The book covers a wide range of tools, including Backtrack Linux, Google reconnaissance, MetaGooFil, dig, Nmap, Nessus, Metasploit, Fast Track Autopwn, Netcat, and Hacker Defender rootkit. Supplying a simple and clean explanation of how to effectively utilize these tools, it details a four-step methodology for conducting an effective penetration test or hack.Providing an accessible introduction to penetration testing and hacking, the book supplies you with a fundamental understanding of offensive security. After completing the book you will be prepared to take on in-depth and advanced topics in hacking and penetration testing. The book walks you through each of the steps and tools in a structured, orderly manner allowing you to understand how the output from each tool can be fully utilized in the subsequent phases of the penetration test. This process will allow you to clearly see how the various tools and phases relate to each other. An ideal resource for those who want to learn about ethical hacking but don‘t know where to start, this book will help take your hacking skills to the next level. The topics described in this book comply with international standards and with what is being taught in international certifications.

The Evolution and Social Impact of Video Game Economics

The Evolution and Social Impact of Video Game Economics
Title The Evolution and Social Impact of Video Game Economics PDF eBook
Author Casey B. Hart
Publisher Lexington Books
Pages 182
Release 2017-07-13
Genre Language Arts & Disciplines
ISBN 1498543421

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Today, consumers of video games spend over $22.4 billion each year; using more complex and multi-layered strategies, game developers attempt to extend the profitability of their products from a simple one-time sale, to continuous engagement with the consumer. The Evolution and Social Impact of Video Game Economics examines paradigmatic changes in the economic structure of the video game industry from a media effects and game design perspective. This book explores how game developers have changed how they engage players in order to facilitate continuous financial transactions. Contributors look from the advent of microtransactions and downloadable content (DLCs) to the impact of planned obsolescence, impulse buying, and emotional control. This collection takes a broad view of the game dynamics and market forces that drive the video game industry, and features international contributors from Asia, Europe, and Australia.