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Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog are familiar even to those who've never been near a games console.Topics covered include:* What is a videogame?* Why study videogames?* a brief history of videogames, from Pac-Man to Pokémon* the videogame industry* who plays videogames?* are videogames bad for you?* the narrative structure of videogames* the future of videogames.
A twelve-year-old boy witnesses a gruesome murder, yet no one will believe him—except the murderer.
AN ANCIENT EVIL RISES...BURNS...KILLS... After a fire consumes the Heller Home for Children, the residents of Morganville, North Carolina thought they knew evil... They were wrong. Unaware of the turmoil in their new hometown, the Littles--David, Kate, and seven-year-old Becca--are moving from New York City to Morganville in hopes of repairing their own lives, which were recently shattered by an act of sexual violence. Before long, David realizes that his family's troubles are worse than he could ever have imagined. An ancient demon lurks beneath the town of Morganville, an unholy creature conjured into existence by the Heller Home tragedy. Its name is Moloch. It is hungry for the souls of the townspeople. But most of all, Moloch wants the children. It will not rest until it has them. All of them.
Best Before examines how the videogames industry's retail, publishing, technology design, advertising and marketing practices actively produce obsolescence, wearing out and retiring old games to make way for the always new, just out of reach, 'coming soon' title and 'next generation' platform.
The weekly source of African American political and entertainment news.
Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.
Videogames are one of the most culturally, socially and economically significant, not to mention pervasive, media forms. The global videogames industry is worth billions of dollars and growing year on year as it releases yet more innovative products that synthesize cutting edge technology, ease of use, accessibility and, most importantly, fun. It is hardly surprising then that every day, millions of adults and children around the globe dedicate countless hours to exploring virtual worlds, assuming alternative identities and engaging in digital play. Yet for all this, there is relatively little critical discussion of videogames and they remain the poor relation of contemporary media criticism, leaving those new to videogames struggling to find information about key titles and the cognoscenti hungry for insight into their favourite titles. James Newman and Iain Simons' guide provides a map of the most important games from the 1960s to the present day that will satisfy both novices and acolytes alike as it journeys through the most interesting, innovative and entertaining titles of the first forty years of videogames.
The first book to present a readable explanation of Godel's theorem to both scholars and non-specialists, this is a gripping combination of science and accessibility, offering those with a taste for logic and philosophy the chance to satisfy their intellectual curiosity.
Vol. 2 of a monumental 4-volume set covers mathematics and the physical world, mathematics and social science, and the laws of chance, with non-technical essays by eminent mathematicians, economists, scientists, and others.