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Play Between Worlds
  • Language: en
  • Pages: 206

Play Between Worlds

  • Type: Book
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  • Published: 2009-02-13
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  • Publisher: MIT Press

A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a...

Watch Me Play
  • Language: en
  • Pages: 311

Watch Me Play

A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to a...

Raising the Stakes
  • Language: en
  • Pages: 333

Raising the Stakes

  • Type: Book
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  • Published: 2015-01-30
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  • Publisher: MIT Press

How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, ...

Ethnography and Virtual Worlds
  • Language: en
  • Pages: 264

Ethnography and Virtual Worlds

A practical guide to the ethnographic study of online cultures, and beyond Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results. Provides practical and detailed techniques ...

Game Cultures
  • Language: en
  • Pages: 184

Game Cultures

This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

Forensic Art and Illustration
  • Language: en
  • Pages: 608

Forensic Art and Illustration

  • Categories: Law
  • Type: Book
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  • Published: 2000-09-15
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  • Publisher: CRC Press

As the number of stranger-on-stranger crimes increases, solving these crimes becomes more challenging. Forensic illustration has become increasingly important as a tool in identifying both perpetrators and victims. Now a leading forensic artist, who has taught this subject at law enforcement academies, schools, and universities internationally, off

Her Last Holiday
  • Language: en
  • Pages: 399

Her Last Holiday

From the Sunday Times and Richard & Judy Book Club bestselling author, comes a thrilling, suspenseful tale that will leave you breathless. ‘An absolute belter of a novel’ ELIZABETH HAYNES ‘A sensational novel!’ GILLIAN MCALLISTER You come to Soul Shrink to be healed. You don’t expect to die.

The Seven Husbands of Evelyn Hugo
  • Language: en
  • Pages: 400

The Seven Husbands of Evelyn Hugo

The epic adventures Evelyn creates over the course of a lifetime will leave every reader mesmerized. This wildly addictive journey of a reclusive Hollywood starlet and her tumultuous Tinseltown journey comes with unexpected twists and the most satisfying of drama.

Strangers
  • Language: en
  • Pages: 338

Strangers

The Sunday Times bestseller and Richard & Judy Book Club author of Sleep returns with her most gripping book yet. STRANGERS: A TOP TEN SUNDAY TIMES BESTELLER ‘Fast-paced and satisfying’ DAILY MAIL ‘I was glued from start to finish!’ SHARI LAPENA

The Lie
  • Language: en
  • Pages: 400

The Lie

Haunting and compelling, this psychological thriller is perfect for fans of Gone Girl, Girl on the Train, and Daughter. Jane Hughes has a great boyfriend, a job in an animal shelter, and a tiny cottage in rural Wales. She's happier than she's ever been...but her life is a lie. Jane Hughes does not really exist. Five years earlier, Jane and her best friends set off on what was supposed to be the trip of a lifetime, but it rapidly descended into a nightmare that claimed the lives of two of her friends. Ever since, Jane has tried to put the past behind her and lead a normal life. But someone out there knows the truth about what happened—and they won't stop until they've destroyed Jane and everything she loves.