Planetquake


Book Description

This is "e;geofiction"e; cli-fi where our planet is a key actor. Greenhouse gases lead to natural disasters and the dismal politics of scarcity. Yes, our world is groaning, symbolised by a tsunami hitting the Scottish holy island of Iona... A scientist couple begin an evidence-based protest, but this morphs into a fight against a charismatic African empire-builder even as they face their own private temptations and tragedies. Nobody taught them just how difficult this path would be nor how much the whole world would become their battleground.




SPIN


Book Description

From the concert stage to the dressing room, from the recording studio to the digital realm, SPIN surveys the modern musical landscape and the culture around it with authoritative reporting, provocative interviews, and a discerning critical ear. With dynamic photography, bold graphic design, and informed irreverence, the pages of SPIN pulsate with the energy of today's most innovative sounds. Whether covering what's new or what's next, SPIN is your monthly VIP pass to all that rocks.




The Complete Idiot's Guide to Networking


Book Description

A guide for beginners offers diagrams and instructions for creating and updating computer networks in the home and office, covering new technologies, troubleshooting, and security.




Quake III Arena


Book Description

Essential deathmatch tips Stats for all weapons and equipment In-depth descriptions for all characters Detailed maps with locations of weapons and secret areas Expert advice for advanced combat tactics




Gaming Hacks


Book Description

Aimed at avid and/or highly skilled video gamers, 'Gaming Hacks' offers a guide to pushing the limits of video game software and hardware using the creative exploits of the gaming gurus.




Virtual Nation


Book Description

The first comprehensive book on the Australian Internet, Virtual Nation offers a surprising, thought-provoking, and rigorous introduction to a technology that we now can't do without.




The Complete Idiot's Guide to Playing Games Online


Book Description

Wilson and Coleman provide clear and comprehensive instructions to all types of online games: science-fiction; strategy; action; classics; puzzles; fantasy; and role-playing. Find out what hardware and software is needed to play these games, and get tips for the most popular titles and where to find them.




Echo of The Flood


Book Description




Game Plan


Book Description

The $20 billion computer and video gaming business is the fastest-growing entertainment medium in the world---on track to surpass both the movie and record businesses. More than 200 million computer and video games are sold to the 140 million gamers in America every year. Game Plan: The Insiders Guide to Breaking In and Succeeding in the Computer and Video Game Business is the first book that clearly explains how to get a foot in the door to this incredibly dynamic and exciting field. This essential guide includes everything job seekers need to know about: -How the computer and video game business really works -How to break into the industry -How to get your dream game made -The many different jobs in the field -Surviving and thriving in the marketplace Three top game veterans provide all the information readers need to begin their search: Alan Gershenfeld, former senior vice-president of Activision Studios, Mark Loparco, one of the industry's top edutainment producers, and Cecilia Barajas, an acclaimed game producer/ director and a design consultant on hundreds of games. Game Plan also features expert advice by top gamemakers from such leading game publishers and developers as Electronic Arts, Activision, Microsoft, Midway, LucasArts, and THQ. No matter what your background or job qualifications are, Game Plan will help you to decide which area of the video and computer game business appeals to you the most, and how to attain your goals of working in the industry. For anyone who's ever dreamed of one day making a game, or is simply curious if this is the field to go into---this book is a must-read.




Understanding Digital Games


Book Description

There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.