Gamer Nation

Gamer Nation
Title Gamer Nation PDF eBook
Author John Wills
Publisher JHU Press
Pages 297
Release 2019-05-21
Genre History
ISBN 1421428695

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Explores how games actively influence the ways people interpret and relate to American life. In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units. In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans' mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges. Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself.

Title PDF eBook
Author
Publisher
Pages 280
Release
Genre
ISBN 1633883795

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Gamer Army

Gamer Army
Title Gamer Army PDF eBook
Author Trent Reedy
Publisher Scholastic Inc.
Pages 267
Release 2018-11-27
Genre Juvenile Fiction
ISBN 1338045318

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In this timely and thrilling novel, Ender's Game meets Ready Player One and several terabytes of fast-paced video game action as five gamers are recruited into a tech giant's secret program. After Rogan Webber levels up yet again on his favorite video game, Laser Viper, the world-famous creator of the game invites him to join the five best players in the country for an exclusive tournament. The gamers are flown to the tech mogul's headquarters, where they stay in luxury dorms and test out cutting edge virtual-reality gaming equipment, doing digital battle as powerful fighting robots. It's the ultimate gaming experience.But as the contest continues, the missions become harder, losing gamers are eliminated, and the remaining contestants face the growing suspicion that the game may not be what it seems. Why do the soldiers and robots they fight in Laser Viper act so weird? What's behind the strange game glitches? And why does the game feel so... real?Rogan and his gamer rivals must come together, summoning the collective power of their Gamer Army to discover the truth and make things right... in a dangerous world where video games have invaded reality.

The Developing Nations

The Developing Nations
Title The Developing Nations PDF eBook
Author Robert E. Gamer
Publisher Allyn & Bacon
Pages 422
Release 1982
Genre Developing countries
ISBN 9780205076475

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Burning Nation (Divided We Fall, Book 2)

Burning Nation (Divided We Fall, Book 2)
Title Burning Nation (Divided We Fall, Book 2) PDF eBook
Author Trent Reedy
Publisher Scholastic Inc.
Pages 435
Release 2015-01-27
Genre Young Adult Fiction
ISBN 0545548764

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In this wrenching sequel to Divided We Fall, Danny and friends fight to defend Idaho against a Federal takeover and the ravages of a Burning Nation. At the end of Divided We Fall, Danny Wright's beloved Idaho had been invaded by the federal government, their electricity shut off, their rights suspended. Danny goes into hiding with his friends in order to remain free. But after the state declares itself a Republic, Idaho rises to fight in a second American Civil War, and Danny is right in the center of the action, running guerrilla missions with his fellow soldiers to break the Federal occupation. Yet what at first seems like a straightforward battle against governmental repression quickly grows more complicated, as more states secede, more people die, and Danny discovers the true nature of some of his new allies. Chilling, powerful, and all too plausible, Burning Nation further establishes Trent Reedy as a provocative new voice in YA fiction.

The PlayStation Dreamworld

The PlayStation Dreamworld
Title The PlayStation Dreamworld PDF eBook
Author Alfie Bown
Publisher John Wiley & Sons
Pages 140
Release 2017-10-16
Genre Social Science
ISBN 1509518061

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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.

Gaming the Iron Curtain

Gaming the Iron Curtain
Title Gaming the Iron Curtain PDF eBook
Author Jaroslav Svelch
Publisher MIT Press
Pages 401
Release 2023-09-19
Genre Games & Activities
ISBN 026254928X

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How amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Aside from the exceptional history of Tetris, very little is known about gaming culture behind the Iron Curtain. But despite the scarcity of home computers and the absence of hardware and software markets, Czechoslovakia hosted a remarkably active DIY microcomputer scene in the 1980s, producing more than two hundred games that were by turns creative, inventive, and politically subversive. In Gaming the Iron Curtain, Jaroslav Švelch offers the first social history of gaming and game design in 1980s Czechoslovakia, and the first book-length treatment of computer gaming in any country of the Soviet bloc. Švelch describes how amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Sheltered in state-supported computer clubs, local programmers fashioned games into a medium of expression that, unlike television or the press, was neither regulated nor censored. In the final years of Communist rule, Czechoslovak programmers were among the first in the world to make activist games about current political events, anticipating trends observed decades later in independent or experimental titles. Drawing from extensive interviews as well as political, economic, and social history, Gaming the Iron Curtain tells a compelling tale of gaming the system, introducing us to individuals who used their ingenuity to be active, be creative, and be heard.