Games of Empire: Global Capitalism and Video Games by Nick Dyer-Witheford, Greig de Peuter

By Nick Dyer-Witheford, Greig de Peuter

Within the first decade of the twenty-first century, games are an essential component of world media tradition, rivaling Hollywood in profit and impact. now not restricted to a way of life of adolescent men, games this day are performed by way of adults all over the world. while, games became significant websites of company exploitation and armed forces recruitment.

In Games of Empire, Nick Dyer-Witheford and Greig de Peuter provide a thorough political critique of such games and digital environments as Second Life, World of Warcraft, and Grand robbery Auto, interpreting them as the exemplary media of Empire, the twenty-first-century hypercapitalist complicated theorized via Michael Hardt and Antonio Negri. The authors hint the ascent of digital gaming, investigate its effect on creators and gamers alike, and delineate the relationships among video games and truth, physique and avatar, reveal and street.

Games of Empire forcefully connects games to real-world matters approximately globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste websites that underlie the complete undefined, the function of work in advertisement video game improvement, and the synergy among army simulation software program and the battlefields of Iraq and Afghanistan exemplified by means of Full Spectrum Warrior to the mammoth digital economies surrounding World of Warcraft, the city neoliberalism made playable in Grand robbery Auto, and the emergence of an alternate video game tradition via activist video games and open-source video game development.

Rejecting either ethical panic and glib enthusiasm, Games of Empire demonstrates how digital video games crystallize the cultural, political, and monetary forces of worldwide capital, whereas additionally delivering a way of resisting them.

Games of Empire is not just an awfully wide-ranging, wealthy, empirically grounded, and theoretically-savvy contribution to the sphere of online game stories, but in addition an example of that playful genius of immaterial exertions that the publication crucially investigates. The booklet is a must-read for all scholars and students of gaming cultures, and an eye-opener to the the most important value of gaming to the wider point of societal energy for everyone else.” —Tiziana Terranova, writer of Network tradition: Politics for the data Age

“Riffing productively on Michael Hardt and Antonio Negri’s influential Empire, Dyer-Witheford and de Peuter provide a robust, readable Marxian divulge of the video-game industry.” —Choice

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Jacinto's Remnant (Gears of War, Book 2) by Karen Traviss

By Karen Traviss

According to the blockbuster Xbox online game, this can be the lovely tale of the boys and ladies who stood among a planet and overall destruction–and now need to face the results in their actions.

After a brutal fifteen-year struggle for survival, the Coalition of Ordered Governments is compelled to damage mankind’s final urban in a last bid to prevent the Locust Horde. because the survivors flee Jacinto, they have to cope with the final of the Locust, bent on vengeance, as they fight to stick alive in an icy wasteland. Marcus Fenix, Dom Santiago, and their fellow Gears struggle to get Jacinto’s refugees to a secure haven, yet locate themselves in a lawless new global the place the enemy is human–and as determined and unsafe as any grub.

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Creative Character Design by Bryan Tillman

By Bryan Tillman

Create compelling, unique characters utilizing archetypes and layout components reminiscent of shadows and line with the information and methods present in this image-packed publication. Bryan Tillman bridges the distance among the means of drawing characters and the idea of fine personality layout by utilizing case stories, examples paintings, and literary and pa tradition references to educate you ways to advance a personality, not only draw one. The ebook additionally gains personality version Sheets that might advisor you thru the production of latest and specified characters. eventually, Bryan will holiday down tested personality archetypes to teach you why and the way the several facets of fine personality layout paintings. The content material at the ebook is predicated on Bryan's renowned 2009 Comic-Con direction on "Character Design." * examine what makes a personality targeted and strong by utilizing shapes, shadows, and shape - contains 'character version sheets' so that you can positioned all of it jointly your self, in addition to case reviews from demonstrated artists * Bridges the space among the means of drawing characters and the speculation of excellent personality layout in a pragmatic, hands-on approach - find out how to use tale and archetypes to increase compelling, new characters * in response to a standing-room basically presentation at Comic-Con 2009 in San Diego and contours the art of a set artists as examples to the recommendations proven within the publication

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Tempest: Geometries of Play (Landmark Video Games) by Judd Ethan Ruggill, Ken S. McAllister

By Judd Ethan Ruggill, Ken S. McAllister

Atari’s 1981 arcade hit Tempest used to be a “tube shooter” outfitted round sparkling, vector-based geometric shapes. between its many vital contributions to either video game and cultural historical past, Tempest used to be one of many first advertisement titles to permit avid gamers to settle on the game’s preliminary play hassle (a procedure Atari dubbed “SkillStep”), a function that has due to the fact that turned usual for video games of every kind. Tempest used to be additionally essentially the most aesthetically impactful video games of the 20 th century, lending its crisp, vector aesthetic to many next videos, tv exhibits, and games. during this publication, Ruggill and McAllister enumerate and examine Tempest’s landmark traits, exploring the game’s aesthetics, improvement context, and connections to and influence on game historical past and tradition. via describing the sport in technical, historic, and ludic element, they unpack the game’s latent and take place audio-visual iconography and the ideological meanings this iconography evokes.

“Searching for the landmarks of games Tempest will not be the 1st online game coming in your mind—but after examining this e-book you’ll comprehend why this video game is strangely major in its deployments and evocations. acting a true shut interpreting of the sport, Ruggill and McAllister’s ebook isn't just an aesthetical and textual research of Tempest (and its wealthy and robust impact) but in addition an incredible advisor to realizing the economic and cultural historical past of the earliest video games.”
—Rolf Nohr, HBK Braunschweig

“Ruggill and McAllister have dived into Tempest and emerged from the vortext with a concise research that places this online game in old context and deepens its advanced legacy as a layout version and cultural icon.”
—Henry Lowood, Stanford University

“In Tempest Ruggill and McAllister supply a enormous schematic for the ancient research of electronic video games. Drawing upon cultural, social, and geo-political situations, the authors illustrate Tempest’s historicity: its layout, construction, and intake as inextricably enmeshed in the peculiarities of Nineteen Eighties the United States, the reverberations of that are nonetheless palpable in today’s industry. Written in an eloquent, every now and then poetic variety, Tempest units the bar for destiny scholarship on landmark games.”
—Steven Conway, Swinburne college of know-how, Australia

Judd Ethan Ruggill is affiliate Professor of conversation at Arizona country college and co-directs the training video games Initiative with Ken McAllister.

Ken S. McAllister is Professor of English and affiliate Dean of Innovation and learn on the collage of Arizona.

Praise / Awards

"[Tempest is] a welcome contribution to the growing—but no longer growing to be quickly enough—literature on game reports. offering a concentrated, lucid research of the 1981 Atari arcade video game Tempest, this can be the type of ebook a lot wanted within the wider box of pop culture studies."
--Choice

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Koudelka (Prima's Official Strategy Guide) by Steve Honeywell

By Steve Honeywell

Koudelka: Prima's professional method consultant supplies all of the advice you must effectively navigate Nemeton Monastery. With designated maps (including the positioning of all items), personality stats, an entire guns checklist, and profitable innovations for surviving, you'll confront the evil spirits very easily!

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PC Gamer [UK] (May 2016)

As well as a superb visible layout, notebook Gamer focuses extra on groups, user-made content material and naturally the big-name video games we all know and love! every one factor additionally deals particular previews and insightful good points to ensure you’re on the most sensible of your video game. offering authoritative, sincere, informative and unique experiences, workstation Gamer is the final word buyer’s advisor.

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Martyr (Dead Space, Book 2) by Brian Evenson

By Brian Evenson

We've seen the long run. A universe cursed with existence after demise. it began deep underneath the Yucatan peninsula, the place an archaeological discovery took us right into a new age, bringing us face-to-face with our origins and future. Michael Altman had a idea nobody could listen. It cursed our global for hundreds of years to come back. This, eventually, is his tale.

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