American Life and Video Games from Pong to Minecraft


Book Description

Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of America’s favorite pastimes.




American Life and Video Games from Pong to Minecraft


Book Description

Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of America’s favorite pastimes.




American Life and Best Sellers from The Catcher in the Rye to The Hunger Games


Book Description

A good book has the power to touch readers and provide insightful commentary into the human condition and current events. This title examines the greatest literary hits to take America by storm from the 1950s to present day.




American Life and Communication from the Telephone to Twitter


Book Description

Today people are more connected than ever, with mobile technologies allowing people from all over the world to connect within seconds through a wide array of social applications. Trace the history of communication from the start of the Internet age to the birth of the smartphone.




American Life and Celebrity Icons from Marilyn Monroe to Taylor Swift


Book Description

Each generation has cultural icons that take the world by storm and mark the most popular trends in America. Take a look back at some of these iconic individuals and trends and their lasting effects on American people and culture.




Video Games and Esports


Book Description

Just as athletes from the NFL and NBA have gained fame and fortune, professional gamers who compete in esports are attracting loyal fans. Esports encompass any competitive, organized gaming endeavor. This competitive activity is becoming a billion-dollar industry. However, some people still argue that playing video games has many negative effects. The ever-evolving world of video games is explained through engaging text that delves into the details so readers gain a full understanding. Full-color photographs, annotated quotes, sidebars, and informative charts highlight the many debates surrounding the popularity of video games.




A History of Competitive Gaming


Book Description

Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.




Game On!


Book Description

"A middle-grade nonfiction book about the history and impact on pop culture of video games"--




Western Japaneseness: Intercultural Translations of Japan in Western Media


Book Description

Our images of non-Western cultures are often based on stereotypes that are replicated over the years. These stereotypes often appear in popular media and are responsible for a pre-set image of otherness. The present book investigates these processes and the media representation of otherness, especially as an artificial construct based on stereotypes and their repetition, in the case of Japan. 'Western Japaneseness' thereby illustrates how the Western image of Japan in popular media is rather a construct that, in a way, replicated itself, instead of a more serious encounter with a foreign and different cultural context. This book will be of great value to students and academics who hold interest in media studies, Japanese studies, and cultural studies. It will also appeal to a broader audience with interests in Japan more generally.




Educational Technology and Resources for Synchronous Learning in Higher Education


Book Description

As more classes move to online instruction, there is a need for research that shows the effectiveness of synchronous learning. Educators must guide students on how to use these new learning tools and become aware of the research trends and opportunities within these developing online and hybrid courses. Educational Technology and Resources for Synchronous Learning in Higher Education provides evidence-based practice on incorporating synchronous teaching tools and practice within online courses to enhance content mastery and community development. Additionally, the book presents a strong theoretical overview of the topic and allows readers to develop a more nuanced understanding of the benefits and constraints of synchronous learning. Covering topics such as game learning, online communication, and professional development, it is designed for online instructors, instructional designers, administrators, students, and researchers and educators in higher education, as well as corporate, military, and government sectors.