The Different Types Of Video Game Consoles That People Can Play Video Games On As A Heroic Character, The Best Type Of Video Game Console For People To Play Video Games On As A Heroic Character, The Benefits Of Playing Video Games As A Heroic Character On Video Game Consoles, The Challenges Of Playing Video Games As A Heroic Character On Video Game Consoles, Why Mobile Video Games Have Become More Popular Than Console Video Games, And Why Mobile Video Games Have Become More Popular Than PC Video Games


Book Description

This essay sheds light on the different types of video game consoles that people can play video games on as a heroic character, demystifies the best type of video game console for people to play video games on as a heroic character, and reveals the benefits of playing video games as a heroic character on video game consoles.




Champions Complete


Book Description

The ultimate super roleplaying game returns to reclaim its crown in Champions Complete! All the legendary flexibility and power of the renowned HERO System 6th Edition rules engine, plus all the superhero goodness Champions has been famous for over 30 years, now in one pulse-pounding, senses -shattering, heroic handbook of superpowered action! At 240 pages, Champions Complete includes everything superhero gamers need, and nothing they don't. New players will love the unmatched freedom of Champions that allows them to create and play exactly the hero they imagine. Longtime fans will appreciate the tight, concise new approach, presenting the full game system in a fraction of its former length. CREATE and play the hero that you want. AN excellent purchase for first time players and handy companion for long time players. THE Hero System you know and love, in a condensed and easy to use format. INCLUDES everything a gamemaster needs to create anything from a single session to an extended campaign. Note: This product (Champions Complete/HERO2000) is a stand-alone, moderately priced book for playing Champions: arguably the most popular and longest-running superhero game in roleplaying history. It contains all of the rules necessary to play Champions: The Super Roleplaying Game, with no other book required.




Gaming


Book Description

Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.




What Video Games Have to Teach Us About Learning and Literacy. Second Edition


Book Description

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.




Capturing the Human Condition


Book Description

This book helps you understand wisdom, truth, & knowledge. All the information you were born with but have temporarily camouflaged along your path to where you are now.




52 Things Kids Need from a Dad


Book Description

“God, please help me...another game of Candy Land...” Quite a few dads spend time with their kids. However, many have no clue what their kids really need. Enter author Jay Payleitner, veteran dad of five, who’s also struggled with how to build up his children’s lives. His 52 Things Kids Need from a Dad combines straightforward features with step-up-to-the-mark challenges men will appreciate: a full year’s worth of focused, doable ideas—one per week, if desired uncomplicated ways to be an example, like “kiss your wife in the kitchen” tough, frank advice, like “throw away your porn” And, refreshingly... NO exhaustive (and exhausting) lists of “things you should do” NO criticism of dads for being men and acting like men Dads will feel respected and empowered, and gain confidence to initiate activities that build lifelong positives into their kids. Great gift or men’s group resource!




Interactive Storytelling for Video Games


Book Description

What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:




Bland Fanatics


Book Description

A wide-ranging, controversial collection of critical essays on the political mania plaguing the West by one of the most important public intellectuals of our time. In America and in England, faltering economies at home and failed wars abroad have generated a political and intellectual hysteria. It is a derangement manifested in a number of ways: nostalgia for imperialism, xenophobic paranoia, and denunciations of an allegedly intolerant left. These symptoms can be found even among the most informed of Anglo-America. In Bland Fanatics, Pankaj Mishra examines the politics and culture of this hysteria, challenging the dominant establishment discourses of our times. In essays that grapple with the meaning and content of Anglo-American liberalism and its relations with colonialism, the global South, Islam, and “humanitarian” war, Mishra confronts writers such as Jordan Peterson, Niall Ferguson, and Salman Rushdie. He describes the doubling down of an intelligentsia against a background of weakening Anglo-American hegemony, and he explores the commitments of Ta-Nehisi Coates and the ideological determinations of The Economist. These essays provide a vantage point from which to understand the current crisis and its deep origins.




The Cambridge Companion to Video Game Music


Book Description

A wide-ranging survey of video game music creation, practice, perception and analysis - clear, authoritative and up-to-date.




Everything Bad is Good for You


Book Description

From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.