The Comic Book Story of Video Games
Title | The Comic Book Story of Video Games PDF eBook |
Author | Jonathan Hennessey |
Publisher | Ten Speed Graphic |
Pages | 192 |
Release | 2017-10-03 |
Genre | Comics & Graphic Novels |
ISBN | 0399578919 |
A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.
The History of Gaming
Title | The History of Gaming PDF eBook |
Author | Heather E. Schwartz |
Publisher | Video Game Revolution |
Pages | 33 |
Release | 2019-08 |
Genre | Juvenile Nonfiction |
ISBN | 1543571565 |
In the 1970s Atari became the leader in home video gaming with the Atari 2600. But were they the first? And how did it evolve into the revolutionary games and systems of today? The answers to these questions and more are just a few pages away.
Comics and Videogames
Title | Comics and Videogames PDF eBook |
Author | Andreas Rauscher |
Publisher | Routledge |
Pages | 361 |
Release | 2020-10-18 |
Genre | Comics & Graphic Novels |
ISBN | 100022421X |
This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.
Encyclopedia of Video Games [3 volumes]
Title | Encyclopedia of Video Games [3 volumes] PDF eBook |
Author | Mark J. P. Wolf |
Publisher | Bloomsbury Publishing USA |
Pages | 1365 |
Release | 2021-05-24 |
Genre | Games & Activities |
ISBN | 1440870209 |
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.
A Multimodal Approach to Video Games and the Player Experience
Title | A Multimodal Approach to Video Games and the Player Experience PDF eBook |
Author | Weimin Toh |
Publisher | Routledge |
Pages | 241 |
Release | 2018-10-10 |
Genre | Language Arts & Disciplines |
ISBN | 135118475X |
This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.
Comic Book Collections for Libraries
Title | Comic Book Collections for Libraries PDF eBook |
Author | Bryan D. Fagan |
Publisher | Bloomsbury Publishing USA |
Pages | 178 |
Release | 2011-01-14 |
Genre | Language Arts & Disciplines |
ISBN | 1598845128 |
This book will help librarians extend literary graphic novel collections to attract a large, untapped group of comic book readers with a sure-to-be-popular comic book collection. Do comic books belong in libraries? Absolutely—as Comic Book Collections for Libraries makes very clear. This illustrated guide defines the role of comic books in the modern library, provides a thorough grounding in the subject for beginners, and suggests new ideas for those already familiar with these perennial reader favorites. The book begins by introducing the structure of the comic book, industry players, and genres. The bulk of the guide, however, is comprised of actionable advice on such things as creating and maintaining the collection, cataloging for effective access, and promoting the collection, including how to feature comics with other library materials, such as movies and games. Drawing on the authors' experience, the volume answers numerous other questions as well. How can you tell which titles are age-appropriate for your library? Which titles are popular? How do you include characters that will appeal to diverse reader groups? Complete with checklists and a rich array of examples, this easy-to-use work can make every librarian a superhero.
Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning
Title | Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning PDF eBook |
Author | David Seelow |
Publisher | CRC Press |
Pages | 299 |
Release | 2022-12-21 |
Genre | Computers |
ISBN | 1000818942 |
All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.