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The Rough Guide to Videogames is the ultimate guide to the world’s most addictive pastime. Both a nostalgic look at the past and a celebration of the latest in joystick-wrecking wonders, this book covers the full story from the first arcade machines to the latest digital delights. Easy access to 75 of the greatest games of all time, from Civilization and Pro Evolution Soccer to We Love Katamari and World of Warcraft. The guide profiles the stories behind the software giants, famous creators and the world’s favourite characters, including Mario, Lara Croft and Sonic the Hedgehog. All the gadgets and devices for consoles, hand-helds, phones and PCs are explored as well as the wider world of gaming, from websites and movies to books. Author: Kate Berens
Author: Geoff Howard
Author: Rough Guides
Publisher: Rough Guides
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Get behind the driver's seat with this Speed Racer based on the Wachowski Brothers film with its garage of combat-ready rides and see how you fare in "car-fu style" action. Take on the role of the characters from the film, getting behind the wheels of each character's signature vehicles to experience firsthand the film's high adrenaline, combative racing style. The film itself is based on the classic series created by anime pioneer Tatsuo Yoshida. A live-action family adventure, Speed Racer follows the young racecar driver Speed in his quest for glory on and off the track in his thundering Mach 5. Choose between three different variations of the Mach 5, each one equipped with several gadgets that are unique to the car like grip tires, rotary saws, a periscope, a deflector, and auto jacks. All of the gadgets have a specific purpose. The rotary saws are used to cut down any trees that get in the way. By activating the auto jacks, the Mach 5 can jump over obstacles to discover shortcuts. Discovering the shortcuts is the key to getting the fastest times on all three tracks and mastering the Normal and Endurance modes. If you play the game well enough, you will be able to unlock new vehicles, including Racer X. Get behind the wheel and go, SPEED RACER, go!
This is the true film experience in your control. Race at top speeds and battle for the WRL cup as you take on your opponents Publisher: Warner Bros
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James Newman's lucid and engaging introduction guides the reader through the world of videogaming, providing a history of the videogame, from its origins in the computer lab to its contemporary status as a global entertainment industry, with characters such as Lara Croft and Sonic the Hedgehog familiar even to those who've never been near a games console. Newman introduces: What is a videogame?; Why study videogames?; a brief history of videogames, from Pac-Man to Pokemon; the videogame industry; who plays videogames?; are videogames bad for you?; the narrative structure of videogames; and the future of videogames. Newman traces the battle for dominance among key players such as Atari, Nintendo and Sega, explains how new videogames are developed and produced, and outlines research into the effects of videogaming on players, challenging the popular notion that too much Playstation is bad for your health.
Author: James Newman
Publisher: Routledge
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Speed Racer returns for his 2nd year of racing and this time the illustrious World Racing League Cup is up for grabs. Who will be the fastest, most cunning racer to win is unknown. Watch out for Cannonball Taylor who has revenge on his mind.
Publisher: Warner Bros
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Videogames are both an expressive medium and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric.
Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change those positions, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and education. Bogost is both an academic researcher and a videogame designer, and Persuasive Games reflects both theoretical and game-design goals. Author: Ian Bogost
Publisher: The MIT Press
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James Newman's lucid and engaging introduction guides the reader through the world of videogaming, providing a history of the videogame, from its origins in the computer lab to its contemporary status as a global entertainment industry, with characters such as Lara Croft and Sonic the Hedgehog familiar even to those who've never been near a games console. Newman introduces: What is a videogame?; Why study videogames?; a brief history of videogames, from Pac-Man to Pokemon; the videogame industry; who plays videogames?; are videogames bad for you?; the narrative structure of videogames; and the future of videogames. Newman traces the battle for dominance among key players such as Atari, Nintendo and Sega, explains how new videogames are developed and produced, and outlines research into the effects of videogaming on players, challenging the popular notion that too much Playstation is bad for your health. Author: James Newman
Publisher: Taylor & Francis
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Get behind the driver's seat with this Speed Racer based on the Wachowski Brothers film with its garage of combat-ready rides and see how you fare in "car-fu style" action. Take on the role of the characters from the film, getting behind the wheels of each character's signature vehicles to experience firsthand the film's high adrenaline, combative racing style. The film itself is based on the classic series created by anime pioneer Tatsuo Yoshida. A live-action family adventure, Speed Racer follows the young racecar driver Speed in his quest for glory on and off the track in his thundering Mach 5. Choose between three different variations of the Mach 5, each one equipped with several gadgets that are unique to the car like grip tires, rotary saws, a periscope, a deflector, and auto jacks. All of the gadgets have a specific purpose. The rotary saws are used to cut down any trees that get in the way. By activating the auto jacks, the Mach 5 can jump over obstacles to discover shortcuts. Discovering the shortcuts is the key to getting the fastest times on all three tracks and mastering the Normal and Endurance modes. If you play the game well enough, you will be able to unlock new vehicles, including Racer X. Get behind the wheel and go, SPEED RACER, go!
Publisher: Warner Bros
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In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium—from videogames to poetry, literature, cinema, or art—can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies."
The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology. Author: Ian Bogost
Publisher: The MIT Press
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A fun-filled glimpse into the not so distant history of video games. Since inception, the gaming industry has been a driving force in computer technology and video games are one of today's dominant entertainment mediums. We'll talk to creators of many of the most popular games in an hour packed with thrilling visuals from the virtual world of video games.
Publisher: A&E HOME VIDEO
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Publisher: E.A.R.S. (EA Recordings)
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