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Most business readers have heard of the Lean principles developed for factories a set of tools and ideas that have enabled companies to dramatically boost quality by reducing waste and errors producing more while using less. Yet until now, few have recognized how relevant these powerful ideas are to individuals and their daily work. Every person at
Battle for survival in against the goblin-men of frozen Hyperborea. Bring law and order to the crime-ridden streets of New Amsterdam. Stand fast against the grim darkness of alien scavengers and soulless machines on the far flung planet of Rodinia. Compete for eternal glory and honor on the interdimensional nexus world of Olympus, where the games are the only thing that matter. Lose yourself in the glitz and glamour of Neo-Vegas, where con artists and thieves rule the night and every battle of wits is played for the highest stakes. It takes money to make magick. On the campus of Arkane University everyone competes for the scarcest resource of all ... grant money. Inside this book you will fi...
A deep dive into the groundbreaking and bestselling video game series The critically acclaimed first-person shooter franchise Borderlands knows it's ridiculous. It's a badge of pride. After all, Borderlands 2 was promoted with the tagline "87 bazillion guns just got bazillionder." These space-western games encourage you to shoot a lot of enemies and monsters, loot their corpses, and have a few chuckles while chasing down those bazillion guns. As Kaitlin Tremblay explores in Ain't No Place for a Hero, the Borderlands video game series satirizes its own genre, exposing and addressing the ways first-person shooter video games have tended to exclude women, queer people, and people of colour, as well as contribute to a hostile playing environment. Tremblay also digs in to the way the Borderlands game franchise Ñ which has sold more than 26 million copies Ñ disrupts traditional notions of heroism, creating nuanced and compelling storytelling that highlights the strengths and possibilities of this relatively new narrative medium. The latest entry in the acclaimed Pop Classics series, Ain-t No Place for a Hero is a fascinating read for Borderlands devotees as well as the uninitiated.
This is the first far-reaching historical analysis of how press critics have kept American journalism honest and working on behalf of a free and democratic society. Merging history, biography, and forthright critique, Shame the Devil chronicles press commentary from the bitter aftermath of World War I to the paradoxes of the post-truth era.
Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. This volume showcases women’s resistance to the norms of games culture, as well as women’s play and creative practices both in and around the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture. In offering this framework, this volume provides a platform to the silenced and marginalized, offering counter-narratives to the post-racial and post-gendered fantasies that so often obscure the violent context of production and consumption of games culture.
Learn All the Design & Development Skills You Need to Make Great Games with Unity, the World's Most Popular Professional Game Engine If you want to design and develop games, there is no substitute for strong, hands-on experience with modern techniques and tools. That is exactly what this book provides. Leading instructor and indie game developer Jeremy Gibson Bond covers all three disciplines that you need to succeed: game design theory, rapid iterative prototyping, and practical programming. Building on two previous best-sellers, this Third Edition contains hundreds of improvements across more than 400 new pages, all designed to make it even easier to understand and more useful in modern ga...
What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.
Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.
A completely New Understanding of Reality! Presenting FET, a new model that meets physicists' criteria for what they term The Theory of Everything and provides answers to many unsolved mysteries of physics. FET describes the qualitative vacuum energies, the Fundamental Energies in the zero-point filed underlying and constituting the entire physical world, explaining dark matter, dark energy, particles, mass, Higgs field, gravity, space-time and much more. Leif Pettersson has succeeded in presenting this complex, astounding material in a clear-cut, rational and comprehensive way. The subject is highly topical and of great public interest it connects to the research at CERN and it also matches...
The concept of world and the practice of world creation have been with us since antiquity, but they are now achieving unequalled prominence. In this timely anthology of subcreation studies, an international roster of contributors come together to examine the rise and structure of worlds, the practice of world-building, and the audience's reception of imaginary worlds. Including essays written by world-builders A.K. Dewdney and Alex McDowell and offering critical analyses of popular worlds such as those of Oz, The Lord of the Rings, Star Trek, Star Wars, Battlestar Galactica, and Minecraft, Revisiting Imaginary Worlds provides readers with a broad and interdisciplinary overview of the issues and concepts involved in imaginary worlds across media platforms.