How to Master the Video Games


Book Description




The Video Games Textbook


Book Description

The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market




Mastering the Game:


Book Description

“Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.




How Computer Games Help Children Learn


Book Description

How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.




Encyclopedia of Video Games [3 volumes]


Book Description

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.




Understanding Video Games


Book Description

The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual gaming. This book introduces students to both the major theories used to analyze games, such as ludology and narratology, and the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, this student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. This new edition includes updates to the history, statistics, and developments in the vast game studies landscape throughout. The book has been expanded with additional theory, research, and insights from scholars around the world, making it more inclusive and broadening its global perspective. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, Understanding Video Games, Fifth Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment, education, and society.




The Video Games Guide


Book Description

The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.




Frequently Asked Questions About Wii and Video Game Injuries and Fitness


Book Description

Who would ever have imagined that the typically sedentary pleasures of video games would become responsible for sparking a growing trend towards movement-based and fitness-oriented home entertainment programs? With the introduction of Nintendo's Wii and other, similar game systems, Americans are suddenly hoisting themselves off their couches, grabbing a console, and getting heart-healthy workouts--all while remaining in front of their TV screens and having a blast. Early reports indicate the health benefits of these activity- and fitness-based video games are considerable. Yet there have also been reports of certain kinds of injuries peculiar to Wii and similar game systems. This book sorts out the reality from the hype and shows how you can minimize the likelihood of injury while maximizing your fitness—and fun—levels. Includes some common myths and facts about video game fitness and injuries and ten great questions to ask a doctor.




Classic Home Video Games, 1989-1990


Book Description

The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.




The Development and Meaning of Psychological Distance


Book Description

One of the paradoxes in developmental theory is the child's simultaneous intrapsychic and interpsychic development. While the child is growing in mental capacity and struggling to define self, behaviors are also being learned whose function is to integrate self into a social network, which often means that egocentric behaviors are in conflict with sociocentric ones. This theory draws upon processes that promote both individual and social growth into a unified theory of development. A construct pertinent to almost all dimensions of psychological research, psychological distance is conceptualized as either the distance between what the learner understands and what still has to be understood (intrapsychic), or ways in which others adjust information for the learner in order to be fully comprehended (interpsychic). Psychological distance appears to serve both organizing and explanatory functions across seemingly diverse sets of theoretical and research questions, such as differentiation of self in personality development; conceptual representation in cognitive development; dialogue in the development of communication skills; information processing in cognitive science; regulatory mechanisms in the growth of control processes; and concept formation in cross-over areas of cognition, learning and thinking skills. This volume is based on papers presented as part of the Invitational Conference honoring Irving E. Sigel, Distinguished Research Scientist, at Educational Testing Service. In each of the chapters different models are utilized to account for the construct of psychological distance, and as such, to suggest extensions of Sigel's seminal work in this area. Together, these contributions form the basis of a discussion of psychological distance as a developmental construct -- a construct which permits serious consideration of individual differences as a function of both the process and the product of cognition and ecology.