A Casual Revolution

A Casual Revolution
Author: Jesper Juul
Publsiher: MIT Press
Total Pages: 261
Release: 2012-02-10
Genre: Games & Activities
ISBN: 9780262285803

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How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.

The Art of Failure

The Art of Failure
Author: Jesper Juul
Publsiher: MIT Press
Total Pages: 173
Release: 2016-09-02
Genre: Games & Activities
ISBN: 9780262529952

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A gaming academic offers a “fascinating” exploration of why we play video games—despite the unhappiness we feel when we fail at them (Boston Globe) We may think of video games as being “fun,” but in The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox. In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do? Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it. The Art of Failure is essential reading for anyone interested in video games, whether as entertainment, art, or education.

The Vision Revolution

The Vision Revolution
Author: Mark Changizi
Publsiher: BenBella Books, Inc.
Total Pages: 240
Release: 2010-06-08
Genre: Science
ISBN: 9781935251217

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In The Vision Revolution: How the Latest Research Overturns Everything We Thought We Knew About Human Vision, Mark Changizi, prominent neuroscientist and vision expert, addresses four areas of human vision and provides explanations for why we have those particular abilities, complete with a number of full-color illustrations to demonstrate his conclusions and to engage the reader. Written for both the casual reader and the science buff hungry for new information, The Vision Revolution is a resource that dispels commonly believed perceptions about sight and offers answers drawn from the field's most recent research. Changizi focuses on four “why" questions: 1. Why do we see in color? 2. Why do our eyes face forward? 3. Why do we see illusions? 4. Why does reading come so naturally to us? Why Do We See in Color? It was commonly believed that color vision evolved to help our primitive ancestors identify ripe fruit. Changizi says we should look closer to home: ourselves. Human color vision evolved to give us greater insights into the mental states and health of other people. People who can see color changes in skin have an advantage over their color-blind counterparts; they can see when people are blushing with embarrassment, purple-faced with exertion or the reddening of rashes. Changizi's research reveals that the cones in our eyes that allow us to see color are exquisitely designed exactly for seeing color changes in the skin. And it's no coincidence that the primates with color vision are the ones with bare spots on their faces and other body parts; Changizi shows that the development of color vision in higher primates closely parallels the loss of facial hair, culminating in the near hairlessness and highly developed color vision of humans. Why Do Our Eyes Face Forward? Forward-facing eyes set us apart from most mammals, and there is much dispute as to why we have them. While some speculate that we evolved this feature to give us depth perception available through stereo vision, this type of vision only allows us to see short distances, and we already have other mechanisms that help us to estimate distance. Changizi's research shows that with two forward-facing eyes, primates and humans have an x-ray ability. Specifically, we're able to see through the cluttered leaves of the forest environment in which we evolved. This feature helps primates see their targets in a crowded, encroached environment. To see how this works, hold a finger in front of your eyes. You'll find that you're able to look “through" it, at what is beyond your finger. One of the most amazing feats of two forward-facing eyes? Our views aren't blocked by our noses, beaks, etc. Why Do We See Illusions? We evolved to see moving objects, not where they are, but where they are going to be. Without this ability, we couldn't catch a ball because the brain's ability to process visual information isn't fast enough to allow us to put our hands in the right place to intersect for a rapidly approaching baseball. “If our brains simply created a perception of the way the world was at the time light hit the eye, then by the time that perception was elicited—which takes about a tenth of a second for the brain to do—time would have marched on, and the perception would be of the recent past," Changizi explains. Simply put, illusions occur when our brain is tricked into thinking that a stationary two-dimensional picture has an element that is moving. Our brains project the “moving" element into the future and, as a result, we don't see what's on the page, but what our brain thinks will be the case a fraction of a second into the future. Why Does Reading Come So Naturally to Us? We can read faster than we can hear, which is odd, considering that reading is relatively recent,

The Comic Book Story of Video Games

The Comic Book Story of Video Games
Author: Jonathan Hennessey
Publsiher: Ten Speed Graphic
Total Pages: 192
Release: 2017-10-03
Genre: Comics & Graphic Novels
ISBN: 9780399578915

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A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.

Revolutions a Very Short Introduction

Revolutions  a Very Short Introduction
Author: Jack A. Goldstone
Publsiher: Oxford University Press
Total Pages: 177
Release: 2023
Genre: History
ISBN: 9780197666302

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"In the 20th and 21st century revolutions have become more urban, often less violent, but also more frequent and more transformative of the international order. Whether it is the revolutions against Communism in Eastern Europe and the USSR; the "color revolutions" across Asia, Europe and North Africa; or the religious revolutions in Iran, Afghanistan, and Syria; today's revolutions are quite different from those of the past. Modern theories of revolution have therefore replaced the older class-based theories with more varied, dynamic, and contingent models of social and political change. This new edition updates the history of revolutions, from Classical Greece and Rome to the Revolution of Dignity in the Ukraine, with attention to the changing types and outcomes of revolutionary struggles. It also presents the latest advances in the theory of revolutions, including the issues of revolutionary waves, revolutionary leadership, international influences, and the likelihood of revolutions to come. This volume provides a brief but comprehensive introduction to the nature of revolutions and their role in global history"--

Leadership in the Cuban Revolution

Leadership in the Cuban Revolution
Author: Antoni Kapcia
Publsiher: Bloomsbury Publishing
Total Pages: 254
Release: 2014-09-11
Genre: Political Science
ISBN: 9781780325262

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Most conventional readings of the Cuban Revolution have seemed mesmerised by the personality and role of Fidel Castro, often missing a deeper political understanding of the Revolution's underlying structures, bases of popular loyalty and ethos of participation. In this ground-breaking work, Antoni Kapcia focuses instead on a wider cast of characters. Along with the more obvious, albeit often misunderstood, contributions from Che Guevara and Raúl Castro, Kapcia looks at the many others who, over the decades, have been involved in decision-making and have often made a significant difference. He interprets their various roles within a wider process of nation-building, demonstrating that Cuba has undergone an unusual, if not unique, process of change. Essential reading for anyone interested in Cuba's history and its future.

Book Wars

Book Wars
Author: John B. Thompson
Publsiher: John Wiley & Sons
Total Pages: 354
Release: 2021-03-04
Genre: Social Science
ISBN: 9781509546794

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This book tells the story of the turbulent decades when the book publishing industry collided with the great technological revolution of our time. From the surge of ebooks to the self-publishing explosion and the growing popularity of audiobooks, Book Wars provides a comprehensive and fine-grained account of technological disruption in one of our most important and successful creative industries. Like other sectors, publishing has been thrown into disarray by the digital revolution. The foundation on which this industry had been based for 500 years – the packaging and sale of words and images in the form of printed books – was called into question by a technological revolution that enabled symbolic content to be stored, manipulated and transmitted quickly and cheaply. Publishers and retailers found themselves facing a proliferation of new players who were offering new products and services and challenging some of their most deeply held principles and beliefs. The old industry was suddenly thrust into the limelight as bitter conflicts erupted between publishers and new entrants, including powerful new tech giants who saw the world in very different ways. The book wars had begun. While ebooks were at the heart of many of these conflicts, Thompson argues that the most fundamental consequences lie elsewhere. The print-on-paper book has proven to be a remarkably resilient cultural form, but the digital revolution has transformed the industry in other ways, spawning new players which now wield unprecedented power and giving rise to an array of new publishing forms. Most important of all, it has transformed the broader information and communication environment, creating new challenges and new opportunities for publishers as they seek to redefine their role in the digital age. This unrivalled account of the book publishing industry as it faces its greatest challenge since Gutenberg will be essential reading for anyone interested in books and their future.

Scrapbook of My Revolution

Scrapbook of My Revolution
Author: Amy Spitzley
Publsiher: Unknown
Total Pages: 388
Release: 2013-03-01
Genre: Fantasy fiction
ISBN: 1620071878

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I may as well say it up front. I'm Malian. Yeah, one of the freaks. I've got gold skin and the ability to read emotions. It's great fun, too, believe me. Yeah, right. Anger. Frustration. Desire. Try reading those all day. But I'm not the only one who's frustrated. We're all mixed-up and sick of the bad press and attacks and everything else from Regulars. Things are changing, though. I'm getting other Malians in my school together. We might be able to show people that we're just as human as they are...unless one of my best supporters is really public enemy number one.