Computer Gaming World press Kit

Computer Gaming World  press Kit
Author: Ziff Davis Media. Game Group
Publsiher: Unknown
Total Pages: 0
Release: 2004
Genre: Commercial catalogs
ISBN: OCLC:1429907317

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A History of Competitive Gaming

A History of Competitive Gaming
Author: Lu Zhouxiang
Publsiher: Routledge
Total Pages: 320
Release: 2022-05-13
Genre: History
ISBN: 9781000588538

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Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.

Raising the Stakes

Raising the Stakes
Author: T. L. Taylor
Publsiher: MIT Press
Total Pages: 333
Release: 2015-01-30
Genre: Games & Activities
ISBN: 9780262527583

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How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.

Computer Gaming World

Computer Gaming World
Author: Anonim
Publsiher: Unknown
Total Pages: 630
Release: 2004
Genre: Computer games
ISBN: UCSD:31822035130301

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Video Games Around the World

Video Games Around the World
Author: Mark J. P. Wolf
Publsiher: MIT Press
Total Pages: 715
Release: 2015-05-01
Genre: Games & Activities
ISBN: 9780262527163

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Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela

Encyclopedia of Video Games 2 volumes

Encyclopedia of Video Games  2 volumes
Author: Mark J. P. Wolf
Publsiher: Bloomsbury Publishing USA
Total Pages: 788
Release: 2012-08-16
Genre: Social Science
ISBN: 9780313379376

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This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.

American Media and the Memory of World War II

American Media and the Memory of World War II
Author: Debra Ramsay
Publsiher: Routledge
Total Pages: 228
Release: 2015-02-11
Genre: Performing Arts
ISBN: 9781317617907

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For three generations of Americans, World War II has been a touchstone for the understanding of conflict and of America’s role in global affairs. But if World War II helped shape the perception of war for Americans, American media in turn shape the understanding and memory of World War II. Concentrating on key popular films, television series, and digital games from the last two decades, this book explores the critical influence World War II continues to exert on a generation of Americans born over thirty years after the conflict ended. It explains how the war was configured in the media of the wartime generation and how it came to be repurposed by their progeny, the Baby Boomers. In doing so, it identifies the framework underpinning the mediation of World War II memory in the current generation’s media and develops a model that provides insight into the strategies of representation that shape the American perspective of war in general.

Computer Games and Virtual Worlds

Computer Games and Virtual Worlds
Author: Ross A. Dannenberg
Publsiher: American Bar Association
Total Pages: 298
Release: 2010
Genre: Computer games
ISBN: 1604427507

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This book explores and discusses how to obtain traditional intellectual property law rights in the non-traditional settings of video game and virtual world environments, and serves as a primer for researching these emerging legal issues. Each chapter addresses: end user license agreements; copyrights, patents, trademarks; and trade secrets, as addressed by U.S. law. It also covers international legal issues stemming from the multi-national user-base and foreign operation of many virtual worlds.