Book Description
Players can command either the Confederate or Union army in Sid Meier's Gettysburg! This strategy guide shows gamers how to take advantage of the outstanding eight player capability, which keeps the action fast-paced and gripping.
Author : David Ladyman
Publisher : Prima Games
Page : 0 pages
File Size : 12,48 MB
Release : 1997
Category : Computer war games
ISBN : 9780761512837
Players can command either the Confederate or Union army in Sid Meier's Gettysburg! This strategy guide shows gamers how to take advantage of the outstanding eight player capability, which keeps the action fast-paced and gripping.
Author : Chris Mackowski
Publisher : Savas Beatie
Page : 337 pages
File Size : 13,67 MB
Release : 2023-07-28
Category : History
ISBN : 1611216362
The American Civil War left indelible marks on America’s imagination, collectively and as individuals. In the century and a half since the war, musicians have written songs, writers have crafted histories and literature, and filmmakers recreated scenes from the battlefield. Beyond popular media, the battle rages on during sporting events where Civil War-inspired mascots carry on old traditions. The war erupts on tabletops and computer screens as gamers fight the old fights. Elsewhere, men and women dress in uniforms and home-spun clothes to don the mantel of people long gone. Central to “history” is the idea of “story.” Civil War history remains full of stories. They inspire us, they inform us, they educate us, they entertain us. We all have our favorite books, movies, and songs. We all marvel at the spectacle of a reenactment—and flinch with startled delight when the cannons fire. But those stories can fool us, too. Entertainments can seduce us into forgetting the actual history in favor of a more romanticized version or whitewashed memory. The Civil War and Pop Culture: Favorite Stories and Fresh Perspectives from the Historians at Emerging Civil War explores some of the ways people have imagined and re-imaged the war, at the tension between history and art, and how those visions have left lasting marks on American culture. This collection of essays brings together the best scholarship from Emerging Civil War’s blog, symposia, and podcast—all of it revised and updated—coupled with original piece, designed to shed new light and insight on some of the most entertaining, nostalgic, and evocative connections we have to the war.
Author : Patrick A. Lewis
Publisher : LSU Press
Page : 356 pages
File Size : 33,40 MB
Release : 2024-09-19
Category : Games & Activities
ISBN : 0807183458
Playing at War offers an innovative focus on Civil War video games as significant sites of memory creation, distortion, and evolution in popular culture. With fifteen essays by historians, the collection analyzes the emergence and popularity of video games that topically engage the period surrounding the American Civil War, from the earliest console games developed in the 1980s through the web-based games of the twenty-first century, including popular titles such as Red Dead Redemption 2 and War of Rights. Alongside discussions of technological capabilities and advances, as well as their impact on gameplay and content, the essays consider how these games engage with historical scholarship on the Civil War era, the degree to which video games reflect and contribute to popular understandings of the period, and how those dynamics reveal shifting conceptions of martial identity and historical memory within U.S. popular culture. Video games offer productive sites for extending the analysis of Civil War memory into the post–Confederates in the Attic era, including the political and cultural moments of Obama and Trump, where overt expressions of Lost Cause memory were challenged and removed from schools and public spaces, then embraced by new manifestations of white supremacist organizations. Edited by Patrick A. Lewis and James Hill Welborn III, Playing at War traces the drift of Civil War memory into digital spaces and gaming cultures, encouraging historians to engage more extensively with video games as important cultural media for examining how contemporary Americans interact with the nation’s past.
Author : Mike Hanley
Publisher : Allen & Unwin
Page : 260 pages
File Size : 30,12 MB
Release : 2004
Category : House & Home
ISBN : 9781741143409
The essential user's guide to the 21st century. Crossing issues of economics, politics, globalization, and why our kids have so many toys, it offers simple, sensible, doable ways to guarantee ourselves a better future.
Author : Joseph R. Chaney
Publisher : Cambridge Scholars Publishing
Page : 310 pages
File Size : 10,59 MB
Release : 2009-03-26
Category : Social Science
ISBN : 1443806668
The Computer Culture Reader brings together a multi-disciplinary group of scholars to probe the underlying structures and overarching implications of the ways in which people and computers collaborate in the production of meaning. The contributors navigate the heady and sometimes terrifying atmosphere surrounding the digital revolution in an attempt to take its measure through examinations of community and modes of communication, representation, information-production, learning, work, and play. The authors address questions of art, reality, literacy, history, heroism, commerce, crime, and death, as well as specific technologies ranging from corporate web portals and computer games to social networking applications and virtual museums. In all, the essayists work around and through the notion that the desire to communicate is at the heart of the digital age, and that the opportunity for private and public expression has taken a commanding hold on the modern imagination. The contributors argue, ultimately, that the reference field for the technological and cultural changes at the root of the digital revolution extends well beyond any specific locality, nationality, discourse, or discipline. Consequently, this volume advocates for an adaptable perspective that delivers new insights about the robust and fragile relationships between computers and people.
Author : A. Martin Wainwright
Publisher : Routledge
Page : 213 pages
File Size : 20,38 MB
Release : 2019-06-28
Category : History
ISBN : 1351653377
Virtual History examines many of the most popular historical video games released over the last decade and explores their portrayal of history. The book looks at the motives and perspectives of game designers and marketers, as well as the societal expectations addressed, through contingency and determinism, economics, the environment, culture, ethnicity, gender, and violence. Approaching videogames as a compelling art form that can simultaneously inform and mislead, the book considers the historical accuracy of videogames, while also exploring how they depict the underlying processes of history and highlighting their strengths as tools for understanding history. The first survey of the historical content and approach of popular videogames designed with students in mind, it argues that games can depict history and engage players with it in a useful way, encouraging the reader to consider the games they play from a different perspective. Supported by examples and screenshots that contextualize the discussion, Virtual History is a useful resource for students of media and world history as well as those focusing on the portrayal of history through the medium of videogames.
Author : Clark Aldrich
Publisher : John Wiley & Sons
Page : 403 pages
File Size : 12,49 MB
Release : 2008-10-07
Category : Business & Economics
ISBN : 0470464828
Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. It covers simple approaches that use basic or no technology through projects on the scale of computer games and flight simulators. The book role models content as well, written accessibly with humor, precision, interactivity, and lots of pictures. Many will also find it a useful tool to improve communication between themselves and their customers, employees, sponsors, and colleagues. As John Coné, former chief learning officer of Dell Computers, suggests, “Anyone who wants to lead or even succeed in our profession would do well to read this book.”
Author : Sid Meier
Publisher : W. W. Norton & Company
Page : 233 pages
File Size : 49,67 MB
Release : 2020-09-08
Category : Biography & Autobiography
ISBN : 1324005882
The life and career of the legendary developer celebrated as the “godfather of computer gaming” and creator of Civilization, featuring his rules of good game design. "Sid Meier is a foundation of what gaming is for me today." — Phil Spencer, head of Xbox Over his four-decade career, Sid Meier has produced some of the world’s most popular video games, including Sid Meier’s Civilization, which has sold more than 51 million units worldwide and accumulated more than one billion hours of play. Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibillion-dollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond. Articulating his philosophy that a video game should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his rules of good game design.
Author : Pearson Software
Publisher : Pearson Software
Page : 500 pages
File Size : 34,40 MB
Release : 2002-05
Category : Computers
ISBN : 9781575955551
Make Your Game Ideas A Reality! -- Includes a unique digital library that consists of the best-selling electronic books Tricks of the Windows Game Programming Gurus by Andre LeMothe and Game Design: Secrets of the Sages, Third Edition by gaming guru Marc Saltzman! -- 3D GameStudio Standard 5.12 is the leading authoring system for 2D and 3D computer games. -- Microsoft "RM" Visual C++ 6.0 Introductory Edition is a full-featured compiler that gives users the power to create applications in an environment designed for easy viewing and manipulation of code. This unique programming kit provides everything you need to create your own cool games. 3D GameStudio Standard 5.12 combines a programming language with a high-end 3D engine, a 2D engine, a C++ interface, a map and model editor and huge libraries of 3D objects, artwork and pre-made games. Microsoft "RM" Visual C++ 6.0 Introductory Edition includes a debugger and resource editor for easy editing of your code. Microsoft "RM" DirectX "RM" 8.0 SDK provides the industry standard two-dimensional and 3D graphical development API libraries to enhance your game project.
Author : Kate Berens
Publisher : Rough Guides UK
Page : 316 pages
File Size : 22,91 MB
Release : 2008-08-01
Category : Games & Activities
ISBN : 1848362293
The Rough Guide to Videogames is the ultimate guide to the world’s most addictive pastime. Both a nostalgic look at the past and a celebration of the latest in joystick-wrecking wonders, this book covers the full story from the first arcade machines to the latest digital delights. Easy access to 75 of the greatest games of all time, from Civilization and Pro Evolution Soccer to We Love Katamari and World of Warcraft. The guide profiles the stories behind the software giants, famous creators and the world’s favourite characters, including Mario, Lara Croft and Sonic the Hedgehog. All the gadgets and devices for consoles, hand-helds, phones and PCs are explored as well as the wider world of gaming, from websites and movies to books.