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Developer's Dilemma
  • Language: en
  • Pages: 351

Developer's Dilemma

  • Type: Book
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  • Published: 2014-11-21
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  • Publisher: MIT Press

An examination of work—including the organization of work and the market forces that surround it—through the lens of the collaborative practice of game development. Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O’Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on our understanding of work, the organization of work, and the market forces that shape (and are shaped by) media industries. O’Donnell shows that the ab...

O'Donnell + Tuomey
  • Language: en
  • Pages: 208

O'Donnell + Tuomey

In today's Ireland, it's not only the economy that's booming. Dublin-based architects O'Donnell + Tuomey have brought a wealth of exciting buildings to the Emerald Isle for the past seventeen years. Their striking modernist works show their appreciation for Ireland's rich cultural, historic, and civic identity without falling into the trap of typical pitched roofs, gables, slate, and brick. Instead the firm chooses less conventional but more fitting materials that seem to express something not quite visible about their sites. O'Donnell + Tuomey, the first monograph on the firm, presents fifteen of their institutional and residential projects in an arresting collection of color photography, plans, and drawings. The book includes the controversial Irish Pavilion at the Irish Museum of Modern Art, the Ranelagh Multidenominational School, the Irish Pavilion at the 2004 Venice Biennale, and their recent Glucksman Gallery at the University College Cork, which was one of six buildings shortlisted for the 2005 Stirling Prize.

The Evolution and Social Impact of Video Game Economics
  • Language: en
  • Pages: 182

The Evolution and Social Impact of Video Game Economics

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.

Space for Architecture
  • Language: en

Space for Architecture

A medium-sized Dublin-based practice, O'Donnell + Tuomey Architects have been involved with urban design, educational and cultural buildings, houses and housing projects in Ireland, the Netherlands and the UK.

I Am Error
  • Language: en
  • Pages: 439

I Am Error

  • Type: Book
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  • Published: 2017-09-08
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  • Publisher: MIT Press

The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engine...

The Maker of Swans
  • Language: en
  • Pages: 291

The Maker of Swans

  • Type: Book
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  • Published: 2016-02-01
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  • Publisher: Hachette UK

'Compulsive reading . . . rich, strange, beautiful' Helen Macdonald, author of H is for Hawk 'A strange, new and captivating look at a magical realm . . . Lavishly entertaining' Independent 'Enthralling . . . a literary feast' Stylist The world had forgotten Mr Crowe and his mysterious gifts. Until he killed the poet. He lived a secluded life in the fading grandeur of his country estate. His companions were his faithful manservant and his ward, Clara, a silent, bookish girl who has gifts of her own. Now Dr Chastern, the leader of a secret society, arrives at the estate to call Crowe to account and keep his powers in check. But it is Clara's even greater gifts that he comes to covet most. She must learn to use them quickly, if she is to save them all.

Game Production Studies
  • Language: en

Game Production Studies

  • Type: Book
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  • Published: 2021-03-18
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  • Publisher: Unknown

1. Production as a major factor of video game culture Media research often revolves around the triumvirate of texts, audiences, and industries as its main focal points. Writing in 2017, Aphra Kerr, the leading expert on video game industry, noted that video game production is an understudied area both in game studies and in media studies more broadly, especially when compared to how much has been written games and players. This edited collection aims to address this research gap by zooming in on particular issues connected to labor, development, publishing, and monetization and catch up on other areas of research, such as screen studies, which started paying attention to production decades a...

How to Play Video Games
  • Language: en
  • Pages: 376

How to Play Video Games

  • Type: Book
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  • Published: 2019-03-26
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  • Publisher: NYU Press

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...

The Warcraft Civilization
  • Language: en
  • Pages: 255

The Warcraft Civilization

  • Type: Book
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  • Published: 2012-09-21
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  • Publisher: MIT Press

An exploration of the popular online role-playing game World of Warcraft as a virtual prototype of the real human future. World of Warcraft is more than a game. There is no ultimate goal, no winning hand, no princess to be rescued. WoW is an immersive virtual world in which characters must cope in a dangerous environment, assume identities, struggle to understand and communicate, learn to use technology, and compete for dwindling resources. Beyond the fantasy and science fiction details, as many have noted, it’s not entirely unlike today’s world. In The Warcraft Civilization, sociologist William Sims Bainbridge goes further, arguing that WoW can be seen not only as an allegory of today b...

The Video Game Industry
  • Language: en
  • Pages: 272

The Video Game Industry

  • Type: Book
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  • Published: 2012-08-21
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  • Publisher: Routledge

The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.