Fallout Series
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Publisher : PediaPress
Page : 99 pages
File Size : 42,62 MB
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Publisher : PediaPress
Page : 99 pages
File Size : 42,62 MB
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Publisher : PediaPress
Page : 127 pages
File Size : 31,35 MB
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Publisher : PediaPress
Page : 333 pages
File Size : 28,52 MB
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Author : Wikipedia contributors
Publisher : e-artnow sro
Page : 1087 pages
File Size : 49,80 MB
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Author : Katherine Isbister
Publisher : CRC Press
Page : 392 pages
File Size : 15,34 MB
Release : 2008-08-12
Category : Art
ISBN : 0080922422
Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human c
Author : Wikipedia contributors
Publisher : e-artnow sro
Page : 1455 pages
File Size : 23,48 MB
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Publisher : PediaPress
Page : 283 pages
File Size : 39,17 MB
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Publisher : PediaPress
Page : 193 pages
File Size : 40,66 MB
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Author : Douglas Eyman
Publisher : Parlor Press LLC
Page : 358 pages
File Size : 25,36 MB
Release : 2016-04-06
Category : Computers
ISBN : 160235734X
lay/Write: Digital Rhetoric, Writing, Games is an edited collection of essays that examines the relationship between games and writing – examining how writing functions both within games and the networks of activity that surround games and gameplay. The collection is organized based on the primary location and function of the game-writing relationship, examining writing about games (games as objects of critique and sites of rhetorical action), ancillary and instructional writing that takes place around games, the writing that takes place within the game, using games as persuasive forms of communication (writing through games), and writing that goes into the production of games. While not every chapter focuses exclusively on pedagogy, the collection includes many selections that consider the possibilities of using computer games in writing instruction. However, it also provides a bridge between academic views of games as contexts for writing and industry approaches to the writing process in game design, as well as an examination of a variety of game-related genres that could be used in composition courses.
Author : Philip Hammond
Publisher : Bloomsbury Publishing USA
Page : 379 pages
File Size : 16,76 MB
Release : 2019-12-12
Category : Social Science
ISBN : 1501351168
Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?