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Future Gaming

Future Gaming
Author: Paolo Ruffino
Publisher: MIT Press
Total Pages: 162
Release: 2018-05-04
Genre: Games & Activities
ISBN: 1906897557

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A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.


Warp Zone: The Future of Gaming

Warp Zone: The Future of Gaming
Author: Kaitlyn Duling
Publisher: Carson-Dellosa Publishing
Total Pages: 32
Release: 2021-08-11
Genre: Juvenile Nonfiction
ISBN: 1731650353

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Book Features: • Ages 8-14, Grades 3-8 • 32 pages, 7 inches x 9 inches • Simple, easy-to-read pages with full-color pictures • Includes pre- and post-reading activities • Reading/teaching tips and glossary included Gaming and eSports: In Warp Zone: The Future of Gaming, 3rd—8th graders discover the latest advancements in one of children's favorite past-times: gaming! Learn about new video game technology, virtual reality, eSports, and so much more! Paving The Way: Young readers learn about new gaming technology, augmented reality, adaptive gaming, and advancements in the eSports industry that will make gaming in the future even more exciting. Build Reading Skills: This engaging 32-page children’s book will help your child improve comprehension and build confidence with guided pre- and post-reading questions and fun activities. Leveled Books: Part of the Gaming and Esports series, the lower reading level text and full-color pictures make this children’s book an engaging read with fun and interesting facts about the future of gaming. Why Rourke Educational Media: Since 1980, Rourke Publishing Company has specialized in publishing engaging and diverse non-fiction and fiction books for children in a wide range of subjects that support reading success on a level that has no limits.


Gaming: The Future's Language

Gaming: The Future's Language
Author: Richard D. Duke
Publisher: wbv Media GmbH & Company KG
Total Pages: 186
Release: 2014-07-10
Genre: Education
ISBN: 3763954244

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Als Richard Duke sein Buch "Gaming: The Future's Language" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor.


Young Guns

Young Guns
Author: Austin Moorhead
Publisher: Hachette Books
Total Pages: 240
Release: 2020-03-31
Genre: Games & Activities
ISBN: 0316421391

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THE FASCINATING INSIDE STORY OF THE QUEST TO BUILD THE WORLD'S MOST AMBITIOUS PROFESSIONAL GAMING LEAGUE--AND THE RACE TO WIN ITS $1,000,000 PRIZE. Welcome to the high-stakes world of esports where shit-talking teenage gamers, billionaire sports franchise owners, and celebrity entrepreneurs are all competing to understand and conquer the fast-emerging future of entertainment. The burgeoning frontier of professional gaming has moved beyond the niche corners of the internet to become a global phenomenon, upending youth viewership for the major sports leagues and opening a generational rift over the nature of "athletics." Soon, professional video game competitions may well be as ingrained in our culture as Monday Night Football. YOUNG GUNS: Obsession, Overwatch, and the Future of Gamingtakes readers behind the scenes of the esports boom and into the lives of the gamers and game changers leading the charge, unfurling a wry, unexpected, and often hilarious narrative about the rise of professional gaming and the business of electronic sports. An avid gamer himself, author Austin Moorhead became fascinated by pro gaming, in particular the Overwatch League (OWL) after sports titans Robert Kraft, Stan Kroenke, and Jeff Wilpon each paid $20 million for a team. At the same time that he began investigating the inner-workings of the league, OWL launched esports into the American mainstream, inking TV deals with ABC and ESPN, selling out NBA stadiums for live competitions, and minting a new version of young pro athletes. Embedding with two top teams in the Overwatch League, the San Francisco Shock and the London Spitfire, as they embark on the inaugural season, Moorhead pulls back the curtain on the grueling practice schedules and spartan lifestyles of the league's most popular players. In addition to the "gamer houses" and competitions in which the pros hone their skills, Moorhead takes readers into the board room of Overwatch-developer Blizzard Entertainment, where entrepreneurs eager to capitalize on youth culture take bets on new esports franchises for tens of millions. The result is a rollicking story about the superstars of the future and the absurd collision of adolescent prodigies and high-stakes industry, an uproarious look at the future of sports and entertainment that is part Bringing Down the House, part Moneyball.


Power Play

Power Play
Author: Asi Burak
Publisher: Macmillan + ORM
Total Pages: 237
Release: 2017-01-31
Genre: Education
ISBN: 1250089344

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The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.


Critical Play

Critical Play
Author: Mary Flanagan
Publisher: MIT Press
Total Pages: 363
Release: 2013-02-08
Genre: Computers
ISBN: 0262518651

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An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.


Traveller5 Core Rules

Traveller5 Core Rules
Author: Marc Miller
Publisher: Far Future Enterprises
Total Pages: 656
Release: 2013-02-01
Genre:
ISBN: 9781558780002

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Changing the Game

Changing the Game
Author: David Edery
Publisher: FT Press
Total Pages: 238
Release: 2008-10-07
Genre: Business & Economics
ISBN: 0137151756

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Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way


Gaming Technology

Gaming Technology
Author: Chris Oxlade
Publisher: Evans Brothers
Total Pages: 50
Release: 2010-05
Genre: Electronic games
ISBN: 0237540762

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"Describes the technology used for creating and playing video games. Includes information on how different platforms work and the direction video game technology may be going" -- Provided by publisher.


The Video Game Industry

The Video Game Industry
Author: Peter Zackariasson
Publisher: Routledge
Total Pages: 272
Release: 2012-08-21
Genre: Games & Activities
ISBN: 1136258248

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The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.