Quake 4 Mods For Dummies


Book Description

Rather than starting from scratch, would-be game developers can take advantage of freely available 3D game engines so that they can focus on the fun part-creating the game-rather than first creating the technology necessary to create the game. Mods alter the way a game is played, whether it means adding a new weapon, adding a whole new level to play, or even changing the rules of the game. This book contains step-by-step instruction for those interested in using id Software's Quake game engine to create modifications to the game. Covers installing the editor, thinking up an initial mod, making.




Half Life 2 Mods For Dummies


Book Description

Modify gameplay, add textures, and integrate amazing effects Develop intense environments, then share your design with players online How cool would it be to build your own levels and customized weapons for Half-Life 2? This book will get you ready to mod so you can enjoy the ultimate gaming experience. You'll find out how to create your own maps, strategically place high-tech military equipment, and modify your levels for smoother play. All this on the bonus CD-ROM Samples from the book A video walk-through of your first mod Adobe(r) Photoshop(r) CS2 tryout version NormalMapGenerator and Compressonator by ATI Technologies, Inc. Packrat version 0.95 for Half-Life 2 and Adobe Photoshop Normal Map and DDS Authoring Plugins For details and complete system requirements, see the CD-ROM appendix. Discover how to Design maps and playing levels Load your creation into the game Expand your map with additions Include armor and weapons Distribute levels on the Web Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.




Audiovisual Translation and Media Accessibility at the Crossroads


Book Description

This third volume in the Media for All series offers a diverse selection of articles which bear testimony to the vigour and versatility of research and developments in audiovisual translation and media accessibility. The collection reflects the critical impact of new technologies on AVT, media accessibility and consumer behaviour and shows the significant increase in collaborative and interdisciplinary research targeting changing consumer perceptions as well as quality issues. Complementing newcomers such as crowdsourcing and potentially universal emoticons, classical themes of AVT studies such as linguistic analyses and corpus-based research are featured. Prevalent throughout the volume is the impact of technology on both methodologies and content. The book will be of interest to researchers from a wide range of disciplines as well as audiovisual translators, lecturers, trainers and students, producers and developers working in the field of language and media accessibility.




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.







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.




Game Preview


Book Description

A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.




The Video Game Explosion


Book Description

The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.




Playing with Videogames


Book Description

Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.




Harvard Law Review: Volume 125, Number 3 - January 2012


Book Description

The Harvard Law Review is offered in a digital edition for ereaders, featuring active Table of Contents, linked footnotes and cross-references, legible tables, and proper ebook formatting. This issue is Jan. 2012, Volume 125, Number 3. Featured articles in this issue are from such recognized scholars as Rebecca Tushnet, reimagining copyright law for images instead of the usual frame of text and words, and Carol Steiker, reviewing David Garland's new book on capital punishment under the idea of contingency. Student contributions explore the law relating to conversion-modified video games, the Second Amendment and gun rights, patent law, environmental law, and extending the debt ceiling. Finally, the issue includes several Book Notes.