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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, ...

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...

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 ...

Forensic Art and Illustration
  • Language: en
  • Pages: 534

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

Game Cultures: Computer Games As New Media
  • Language: en
  • Pages: 183

Game Cultures: Computer Games As New Media

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.

Strangers
  • Language: en
  • Pages: 348

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

A View Of The Harbour
  • Language: en
  • Pages: 216

A View Of The Harbour

  • Type: Book
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  • Published: 2011-09-29
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  • Publisher: Hachette UK

INTRODUCED BY SARAH WATERS 'Every one of her books is a treat and this is my favourite, because of its wonderful cast of characters, and because of the deftness with which Taylor's narrative moves between them ... A wonderful writer' SARAH WATERS In the faded coastal village of Newby, everyone looks out for - and in on - each other, and beneath the deceptively sleepy exterior, passions run high. Beautiful divorcee Tory is secretly involved with her neighbour, Robert, while his wife Beth, Tory's best friend, is consumed by the worlds she creates in her novels, oblivious to the relationship developing next door. Their daughter Prudence is aware, however, and is appalled by the treachery she ob...

Walking the Talk
  • Language: en
  • Pages: 301

Walking the Talk

  • Type: Book
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  • Published: 2015-09-24
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  • Publisher: Random House

A new, fully revised edition. The culture of an organisation can mean the difference between success and failure. Leaders cast long shadows, and if you want to change the culture you have to walk the talk. This book shows you how. Walking the Talk covers everything from measuring corporate culture to changing people's behaviour (including your own) and describes in detail six archetypes of company culture: Achievement, Customer-Centric, One-Team, Innovative, People-First and Greater-Good. Packed with fascinating examples and case histories, and drawing extensively on Carolyn Taylor's twenty years' experience of building great cultures, it will give you the confidence to build a culture of success in your own organisation.

The Treatment
  • Language: en
  • Pages: 211

The Treatment

‘This gripping book will keep you hooked, whatever your age.’ Fabulous magazineThe stunning YA debut thriller from the Sunday Times bestselling author of The Escape.