Sid Meier's Gettysburg!

Sid Meier's Gettysburg!
Title Sid Meier's Gettysburg! PDF eBook
Author David Ladyman
Publisher Prima Games
Pages 0
Release 1997
Genre Computer war games
ISBN 9780761512837

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Players can command either the Confederate or Union army in Sid Meier's Gettysburg! This strategy guide shows gamers how to take advantage of the outstanding eight player capability, which keeps the action fast-paced and gripping.

The Civil War and Pop Culture

The Civil War and Pop Culture
Title The Civil War and Pop Culture PDF eBook
Author Chris Mackowski
Publisher Savas Beatie
Pages 337
Release 2023-07-28
Genre History
ISBN 1611216362

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The American Civil War left indelible marks on America’s imagination, collectively and as individuals. In the century and a half since the war, musicians have written songs, writers have crafted histories and literature, and filmmakers recreated scenes from the battlefield. Beyond popular media, the battle rages on during sporting events where Civil War-inspired mascots carry on old traditions. The war erupts on tabletops and computer screens as gamers fight the old fights. Elsewhere, men and women dress in uniforms and home-spun clothes to don the mantel of people long gone. Central to “history” is the idea of “story.” Civil War history remains full of stories. They inspire us, they inform us, they educate us, they entertain us. We all have our favorite books, movies, and songs. We all marvel at the spectacle of a reenactment—and flinch with startled delight when the cannons fire. But those stories can fool us, too. Entertainments can seduce us into forgetting the actual history in favor of a more romanticized version or whitewashed memory. The Civil War and Pop Culture: Favorite Stories and Fresh Perspectives from the Historians at Emerging Civil War explores some of the ways people have imagined and re-imaged the war, at the tension between history and art, and how those visions have left lasting marks on American culture. This collection of essays brings together the best scholarship from Emerging Civil War’s blog, symposia, and podcast—all of it revised and updated—coupled with original piece, designed to shed new light and insight on some of the most entertaining, nostalgic, and evocative connections we have to the war.

Playing at War

Playing at War
Title Playing at War PDF eBook
Author Patrick A. Lewis
Publisher LSU Press
Pages 309
Release 2024-09-19
Genre Games & Activities
ISBN 0807183466

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Playing at War offers an innovative focus on Civil War video games as significant sites of memory creation, distortion, and evolution in popular culture. With fifteen essays by historians, the collection analyzes the emergence and popularity of video games that topically engage the period surrounding the American Civil War, from the earliest console games developed in the 1980s through the web-based games of the twenty-first century, including popular titles such as Red Dead Redemption 2 and War of Rights. Alongside discussions of technological capabilities and advances, as well as their impact on gameplay and content, the essays consider how these games engage with historical scholarship on the Civil War era, the degree to which video games reflect and contribute to popular understandings of the period, and how those dynamics reveal shifting conceptions of martial identity and historical memory within U.S. popular culture. Video games offer productive sites for extending the analysis of Civil War memory into the post–Confederates in the Attic era, including the political and cultural moments of Obama and Trump, where overt expressions of Lost Cause memory were challenged and removed from schools and public spaces, then embraced by new manifestations of white supremacist organizations. Edited by Patrick A. Lewis and James Hill Welborn III, Playing at War traces the drift of Civil War memory into digital spaces and gaming cultures, encouraging historians to engage more extensively with video games as important cultural media for examining how contemporary Americans interact with the nation’s past.

Computer Gaming World

Computer Gaming World
Title Computer Gaming World PDF eBook
Author
Publisher
Pages 880
Release 1998
Genre Computer games
ISBN

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Sid Meier's Memoir!: A Life in Computer Games

Sid Meier's Memoir!: A Life in Computer Games
Title Sid Meier's Memoir!: A Life in Computer Games PDF eBook
Author Sid Meier
Publisher W. W. Norton & Company
Pages 233
Release 2020-09-08
Genre Biography & Autobiography
ISBN 1324005882

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The life and career of the legendary developer celebrated as the “godfather of computer gaming” and creator of Civilization, featuring his rules of good game design. "Sid Meier is a foundation of what gaming is for me today." — Phil Spencer, head of Xbox Over his four-decade career, Sid Meier has produced some of the world’s most popular video games, including Sid Meier’s Civilization, which has sold more than 51 million units worldwide and accumulated more than one billion hours of play. Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibillion-dollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond. Articulating his philosophy that a video game should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his rules of good game design.

A History of Appalachia

A History of Appalachia
Title A History of Appalachia PDF eBook
Author Richard B. Drake
Publisher University Press of Kentucky
Pages 304
Release 2003-09-01
Genre History
ISBN 0813137934

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Richard Drake has skillfully woven together the various strands of the Appalachian experience into a sweeping whole. Touching upon folk traditions, health care, the environment, higher education, the role of blacks and women, and much more, Drake offers a compelling social history of a unique American region. The Appalachian region, extending from Alabama in the South up to the Allegheny highlands of Pennsylvania, has historically been characterized by its largely rural populations, rich natural resources that have fueled industry in other parts of the country, and the strong and wild, undeveloped land. The rugged geography of the region allowed Native American societies, especially the Cherokee, to flourish. Early white settlers tended to favor a self-sufficient approach to farming, contrary to the land grabbing and plantation building going on elsewhere in the South. The growth of a market economy and competition from other agricultural areas of the country sparked an economic decline of the region's rural population at least as early as 1830. The Civil War and the sometimes hostile legislation of Reconstruction made life even more difficult for rural Appalachians. Recent history of the region is marked by the corporate exploitation of resources. Regional oil, gas, and coal had attracted some industry even before the Civil War, but the postwar years saw an immense expansion of American industry, nearly all of which relied heavily on Appalachian fossil fuels, particularly coal. What was initially a boon to the region eventually brought financial disaster to many mountain people as unsafe working conditions and strip mining ravaged the land and its inhabitants. A History of Appalachia also examines pockets of urbanization in Appalachia. Chemical, textile, and other industries have encouraged the development of urban areas. At the same time, radio, television, and the internet provide residents direct links to cultures from all over the world. The author looks at the process of urbanization as it belies commonly held notions about the region's rural character.

A Casual Revolution

A Casual Revolution
Title A Casual Revolution PDF eBook
Author Jesper Juul
Publisher MIT Press
Pages 261
Release 2012-02-10
Genre Games & Activities
ISBN 0262285800

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How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.