Warhammer Online: Age of Reckoning


Book Description

Exclusive in-game item for that extra edge while leveling Detailed maps labeled with points of interest Realm vs. Realm (RvR) tips from the experts In-depth class section written by gamers, for gamers Tips for creating and leveling a guild Regular updates posted on the Prima Games forums and available for download on all digital versions of the product.




Warhammer Online


Book Description

• Exclusive in-game item code for The Adventurer's Handbook! • Detailed maps labeled with points of interest • Realm vs. Realm and Scenario maps with tips on dominating the enemy • Lair and dungeon maps with strategies and boss abilities • Regular updates posted on the Prima Games forums and available for download on all digital versions of the product.




GameAxis Unwired


Book Description

GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.




Virtual Lives


Book Description

This book is the THE source for information on virtual worlds, covering every aspect of this intriguing and fast-changing social practice and the technologies upon which it rests. Virtual Lives: A Reference Handbook describes the history, development, and role of virtual worlds, also known as virtual environments and immersive virtual environments. It provides detailed background about virtual worlds and their societal impact, from early precursors and inspirations to the latest trends and developments. Specifics on user demographics are included, as are descriptions of virtual worlds' functions, discussion of societal concerns and opportunities, and information about relevant research data and key persons and organizations. Although virtual worlds in their current form are a relatively new phenomenon, other online social environments have served as precursors for decades and literary inspirations go back even further. This handbook therefore covers some early developments dating back to the mid-20th century. Its primary focus, however, is on developments since the mid-1990s and especially on the current state and social impact of virtual worlds, including their impact both in the United States and around the world.




GameAxis Unwired


Book Description

GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.




EGods


Book Description

William Bainbridge contends that the worlds of massively multiplayer online roleplaying games provide a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles.




The Book of Games


Book Description

This second volume is a compendium of video game synopses as well as a feast for the eyes with literally thousands of vivid, high-resolution screen shots; it provides a comprehensive visual tour through the world of PC and video gaming. Sorted by genre, more than 100 of the latest, most exciting software titles are reviewed with information of interest to players, parents, and industry professionals. Each game is featured in a two-page spread that includes detailed game summaries, analysis, and strategies; nine in-game screen shots; lists of games with similar skill and strategy requirements; appropriate age ran≥ notes ESRB content ratings; complete technological specifications; and more. Feature stories are included throughout the book, covering game-related topics such as multiplayer online gaming, games in movies, and the future of gaming. The book also includes useful reference tools such as an illustrated glossary, an overview of game publishers, and information on current hardware platforms such as Sony's new PS3, Nintendo's Wii, and handheld systems, including the Nintendo DS and Sony PSP.




Gaming


Book Description

Boasting vivid graphics, rapid pacing, and complex narratives, electronic games have evolved both visually and substantially since the early days of Spacewar! and Pong. By allowing users to explore fictional universes, engage in stealth missions, play like their favorite athletes or musicians, and imagine realities both similar to and far-removed from their own, electronic games appeal to a variety of individuals and interests. This absorbing volume details the development of electronic gaming including arcade and early home video consoles through massive multiplayer online games, and examines some of the most popular games of all time.




Press Reset


Book Description

From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart—and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games—Bioshock Infinite, Epic Mickey, Dead Space, and more—on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games—and whether the business of making games can change before it's too late.




The Entertainment Industry


Book Description

Entertainment studies are an important emerging subject in tourism, and this introductory textbook provides a detailed overview of the entertainment industry discipline in order to prepare students for roles such as promoters, festival managers and technical support workers. Covering key aspects of entertainment by profiling individual sectors, each chapter is written by an expert working in the field and covers the history and background, products and segmentation, contemporary issues, micro and macro business, environmental influences, detailed case studies and future directions of that sector. It will be an essential text for undergraduate students in entertainment management, events management and related tourism subjects.