Gaming The Stage
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Gaming the Stage
Author | : Gina Bloom |
Publsiher | : University of Michigan Press |
Total Pages | : 305 |
Release | : 2018-07-10 |
Genre | : Literary Criticism |
ISBN | : 9780472053810 |
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Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playing a game were similar experiences. Audiences did not just see a play; they were encouraged to play the play, and knowledge of gaming helped them become better theatergoers. Examining dramas written for these theaters alongside evidence of analog games popular then and today, Bloom argues for games as theatrical media and theater as an interactive gaming technology. Gaming the Stage also introduces a new archive for game studies: scenes of onstage gaming, which appear at climactic moments in dramatic literature. Bloom reveals plays to be systems of information for theater spectators: games of withholding, divulging, speculating, and wagering on knowledge. Her book breaks new ground through examinations of plays such as The Tempest, Arden of Faversham, A Woman Killed with Kindness, and A Game at Chess; the histories of familiar games such as cards, backgammon, and chess; less familiar ones, like Game of the Goose; and even a mixed-reality theater videogame.
Gaming Globally
Author | : N. Huntemann,B. Aslinger |
Publsiher | : Springer |
Total Pages | : 388 |
Release | : 2016-01-26 |
Genre | : Sports & Recreation |
ISBN | : 9781137006332 |
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Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.
First Nations Gaming in Canada
Author | : Yale D. Belanger |
Publsiher | : Univ. of Manitoba Press |
Total Pages | : 428 |
Release | : 2011-02-15 |
Genre | : Social Science |
ISBN | : 9780887550164 |
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While games of chance have been part of the Aboriginal cultural landscape since before European contact, large-scale commercial gaming facilities within First Nations communities are a relatively new phenomenon in Canada. First Nations Gaming in Canada is the first multidisciplinary study of the role of gaming in indigenous communities north of the 49th parallel. Bringing together some of Canada’s leading gambling researchers, the book examines the history of Aboriginal gaming and its role in indigenous political economy, the rise of large-scale casinos and cybergaming, the socio-ecological impact of problem gambling, and the challenges of labour unions and financial management. The authors also call attention to the dearth of socio-economic impact studies of gambling in First Nations communities while providing models to address this growing issue of concern.
Cyber Sober
Author | : Elaine Uskoski |
Publsiher | : Unknown |
Total Pages | : 322 |
Release | : 2021-02-06 |
Genre | : Electronic Book |
ISBN | : 9798705323470 |
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Exploring the mind of a video gaming addict, Elaine's second book guides the reader through the journey of her son's addictive disorder and recovery. The story unfolds along the nine signs of gaming disorder and the five stages of addiction, weaving toward the recovery stage, including candid and insightful interviews with her son, Jake.Elaine calls upon the advice of experts to support her message that there is no easy way to survive video gaming addiction or any other addiction's withdrawal and recovery. It takes a lot of time, patience, Herculean strength, and enormous support from others, including family, friends, and professional therapy. But it is possible to detox from this compulsion. It is possible to reach the stage of recovery. And it is worth moving through the pain to arrive at the other side, more fully alive."Thought-provoking, emotionally moving, informative and triumphant, Uskoski's guide explains the shocking world of Video Gaming Addiction through the lens of a mother and her heroic efforts to save her son from his harmful addiction."Cindy Rescorl, Parent"Raw, heartbreaking, and heart-warming. this story takes you on a roller coaster of emotions into and out of the depths of gaming."Michelle NogueiraAddiction Problem Gambling and Technology Overuse Counselor, Homewood Health Centre
Game Anim
Author | : Jonathan Cooper |
Publsiher | : CRC Press |
Total Pages | : 307 |
Release | : 2021-04-19 |
Genre | : Computers |
ISBN | : 9781000357806 |
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The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.
Games for Actors and Non Actors
Author | : Augusto Boal |
Publsiher | : Routledge |
Total Pages | : 332 |
Release | : 2005-06-29 |
Genre | : Games & Activities |
ISBN | : 9781134498512 |
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Games for Actors and Non-Actors is the classic and best selling book by the founder of Theatre of the Oppressed, Augusto Boal. It sets out the principles and practice of Boal's revolutionary Method, showing how theatre can be used to transform and liberate everyone – actors and non-actors alike! This thoroughly updated and substantially revised second edition includes: two new essays by Boal on major recent projects in Brazil Boal's description of his work with the Royal Shakespeare Company a revised introduction and translator's preface a collection of photographs taken during Boal's workshops, commissioned for this edition new reflections on Forum Theatre.
Stage Fright
Author | : Carolyn Keene,Franklin W. Dixon |
Publsiher | : Simon and Schuster |
Total Pages | : 172 |
Release | : 2012-07-10 |
Genre | : Juvenile Fiction |
ISBN | : 9781442456822 |
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Can Nancy Drew and the Hardy Boys stop the curtain from crashing down on a new Broadway spectacular? The producers of a huge new Broadway musical are worried about their star, a TV actress who has been receiving death threats. When the actress gets sick right before opening night, her understudy has to go on for her—and nearly dies in an “accident” on stage. So the producers call in the Hardy Boys to get to the source of the trouble. Baffled by all the backstage backstabbing, the Hardys call Nancy and ask her to come to New York and help them out. When she arrives, they realize that Nancy is a dead ringer for the lead actress, so they arrange for her to replace the injured understudy. Can the three supersleuths put an end to the accidents plaguing the show? Or is the curtain about to come down once and for all?
Practical Game Design
Author | : Adam Kramarzewski,Ennio De Nucci |
Publsiher | : Packt Publishing Ltd |
Total Pages | : 464 |
Release | : 2018-04-19 |
Genre | : Computers |
ISBN | : 9781787122161 |
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Design accessible and creative games across genres, platforms, and development realities Key Features Implement the skills and techniques required to work in a professional studio Ace the core principles and processes of level design, world building, and storytelling Design interactive characters that animate the gaming world Book Description If you are looking for an up-to-date and highly applicable guide to game design, then you have come to the right place! Immerse yourself in the fundamentals of game design with this book, written by two highly experienced industry professionals to share their profound insights as well as give valuable advice on creating games across genres and development platforms. Practical Game Design covers the basics of game design one piece at a time. Starting with learning how to conceptualize a game idea and present it to the development team, you will gradually move on to devising a design plan for the whole project and adapting solutions from other games. You will also discover how to produce original game mechanics without relying on existing reference material, and test and eliminate anticipated design risks. You will then design elements that compose the playtime of a game, followed by making game mechanics, content, and interface accessible to all players. You will also find out how to simultaneously ensure that the gameplay mechanics and content are working as intended. As the book reaches its final chapters, you will learn to wrap up a game ahead of its release date, work through the different challenges of designing free-to-play games, and understand how to significantly improve their quality through iteration, polishing and playtesting. What you will learn Define the scope and structure of a game project Conceptualize a game idea and present it to others Design gameplay systems and communicate them clearly and thoroughly Build and validate engaging game mechanics Design successful business models and prepare your games for live operations Master the principles behind level design, worldbuilding and storytelling Improve the quality of a game by playtesting and polishing it Who this book is for Whether you are a student eager to design a game or a junior game designer looking for your first role as a professional, this book will help you with the fundamentals of game design. By focusing on best practices and a pragmatic approach, Practical Game Design provides insights into the arts and crafts from two senior game designers that will interest more seasoned professionals in the game industry.