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Jagged Alliance 2
  • Language: en
  • Pages: 140

Jagged Alliance 2

How a classic tactical game got made, told by the developers themselves.

Play Matters
  • Language: en
  • Pages: 171

Play Matters

  • Type: Book
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  • Published: 2017-10-27
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  • Publisher: MIT Press

Why play is a productive, expressive way of being human, a form of understanding, and a fundamental part of our well-being. What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with tech...

Twitterbots
  • Language: en
  • Pages: 360

Twitterbots

  • Type: Book
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  • Published: 2018-09-11
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  • Publisher: MIT Press

The world of Twitterbots, from botdom's greatest hits to bot construction to the place of the bot in the social media universe. Twitter offers a unique medium for creativity and curiosity for humans and machines. The tweets of Twitterbots, autonomous software systems that send messages of their own composition into the Twittersphere, mingle with the tweets of human creators; the next person to follow you on Twitter or to “like” your tweets may not a person at all. The next generator of content that you follow on Twitter may also be a bot. This book examines the world of Twitterbots, from botdom's greatest hits to the hows and whys of bot-building to the place of bots in the social media ...

Baldur's Gate II
  • Language: en
  • Pages: 144

Baldur's Gate II

Award-winning novelist wrestles with his love of video games, D&D, and all things nerdy in this poignant, observant book.

Continue? The Boss Fight Books Anthology
  • Language: en
  • Pages: 205

Continue? The Boss Fight Books Anthology

Boss Fight is proud to present our first multi-author collection, Continue? The Boss Fight Books Anthology.In these digital pages, Anna Anthropy celebrates her second favorite Epic MegaGames title, David LeGault offers a tour of the lost 80s Action Max console, and Mike Meginnis tells his Best American Short Stories-selected tale of a father and son who become obsessed with the saddest adventure game in the world.The eBook collects a diverse survey of essays and short stories from Boss Fight series authors Michael P. Williams, Ken Baumann, Jon Irwin, and Darius Kazemi, as well newcomers Matt Bell, Tevis Thompson, Rebekah Frumkin, Brian Oliu, Salvatore Pane, Mike Lars White, and Rachel B. Glaser.

NBA Jam
  • Language: en
  • Pages: 244

NBA Jam

When NBA Jam dunked its way into arcades in 1993, players discovered just how fun basketball can be when freed from rules, refs, and gravity itself. But just a few years after the billion-dollar hit conquered the world, developer Midway, publisher Acclaim, and video arcades themselves fell off the map. How did a simple two-on-two basketball game become MVP of the arcade, and how did this champ lose its title? Journalist Reyan Ali dives deep into the saga, tracking the people and decisions that shaped the series. You'll get to know mischievous Jam architect Mark Turmell, go inside Midway's Chicago office where hungry young talent tapped into cutting-edge tech, and explore the sequels, spin-offs, and tributes that came in the game's wake. Built out of exhaustive research and original interviews with a star-studded cast —including Turmell and his original development team, iconic commentator Tim Kitzrow, businessmen and developers at Midway and Acclaim alike, secret characters George Clinton and DJ Jazzy Jeff, Doom co-creator John Romero, and 1990s NBA demigods Glen Rice and Shaq—Ali's NBA Jam returns you to an era when coin-op was king.

Best of the Journals in Rhetoric and Composition 2019
  • Language: en
  • Pages: 453

Best of the Journals in Rhetoric and Composition 2019

Best of the Journals in Rhetoric and Composition 2019 represents the result of a nationwide conversation—beginning with journal editors, but expanding to teachers, scholars and workers across the discipline of Rhetoric and Composition—to select essays that showcase the innovative and transformative work now being published in the field’s journals. Representing both print and digital journals, the essays featured here explore issues ranging from classroom practice to writing in global and digital contexts, from border rhetorics to social justice research. Together, the essays provide readers with a rich understanding of the present and future direction of the field. The anthology featur...

Super Mario Bros. 3
  • Language: en
  • Pages: 176

Super Mario Bros. 3

A historical, critical, and personal look at the defining video game of the NES era.

Katamari Damacy
  • Language: en
  • Pages: 192

Katamari Damacy

The 2004 release of Katamari Damacy almost didn't get the ball rolling. Reviewers worldwide weren't sure how to classify it and initial sales were low. Those who actually played it, though, were won over by its novel gameplay, goofy surrealism, and catchy soundtrack. Pushed into the mainstream by its fans, Katamari remains one of the best video game examples of pure anarchic fun.

The Video Game Theory Reader 2
  • Language: en
  • Pages: 453

The Video Game Theory Reader 2

  • Type: Book
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  • Published: 2008-11-19
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  • Publisher: Routledge

The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.