Guitar Hero Series

Guitar Hero Series
Author: Anonim
Publsiher: PediaPress
Total Pages: 333
Release: 2024
Genre: Electronic Book
ISBN: 9182736450XXX

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The Minds Behind PlayStation 2 Games

The Minds Behind PlayStation 2 Games
Author: Patrick Hickey, Jr.
Publsiher: McFarland
Total Pages: 245
Release: 2023-02-09
Genre: Games & Activities
ISBN: 9781476648439

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Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.

The Original Guitar Hero and the Power of Music

The Original Guitar Hero and the Power of Music
Author: Dean Alger
Publsiher: University of North Texas Press
Total Pages: 384
Release: 2014-04-15
Genre: Biography & Autobiography
ISBN: 9781574415469

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Lonnie Johnson (1894–1970) was a virtuoso guitarist who influenced generations of musicians from Django Reinhardt to Eric Clapton to Bill Wyman and especially B. B. King. Born in New Orleans, he began playing violin and guitar in his father’s band at an early age. When most of his family was wiped out by the 1918 flu epidemic, he and his surviving brother moved to St. Louis, where he won a blues contest that included a recording contract. His career was launched. Johnson can be heard on many Duke Ellington and Louis Armstrong records, including the latter’s famous “Savoy Blues” with the Hot Five. He is perhaps best known for his 12-string guitar solos and his ground-breaking recordings with the white guitarist Eddie Lang in the late 1920s. After World War II he began playing rhythm and blues and continued to record and tour until his death. This is the first full-length work on Johnson. Dean Alger answers many biographical mysteries, including how many members of Johnson’s large family were left after the epidemic. It also places Johnson and his musical contemporaries in the context of American race relations and argues for the importance of music in the fight for civil rights. Finally, Alger analyzes Johnson’s major recordings in terms of technique and style. Distribution of an accompanying music CD will be coordinated with the release of this book.

Music Video Games

Music Video Games
Author: Michael Austin
Publsiher: Bloomsbury Publishing USA
Total Pages: 345
Release: 2016-07-28
Genre: Games & Activities
ISBN: 9781501308505

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Music Video Games takes a look (and listen) at the popular genre of music games – video games in which music is at the forefront of player interaction and gameplay. With chapters on a wide variety of music games, ranging from well-known console games such as Guitar Hero and Rock Band to new, emerging games for smartphones and tablets, scholars from diverse disciplines and backgrounds discuss the history, development, and cultural impact of music games. Each chapter investigates important themes surrounding the ways in which we play music and play with music in video games. Starting with the precursors to music games - including Simon, the hand-held electronic music game from the 1980s, Michael Austin's collection goes on to discuss issues in musicianship and performance, authenticity and “selling out,” and composing, creating, and learning music with video games. Including a glossary and detailed indices, Austin and his team shine a much needed light on the often overlooked subject of music video games.

The New Guitarscape in Critical Theory Cultural Practice and Musical Performance

 The New Guitarscape in Critical Theory  Cultural Practice and Musical Performance
Author: Kevin Dawe
Publsiher: Routledge
Total Pages: 223
Release: 2017-07-05
Genre: Music
ISBN: 9781351541862

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In The New Guitarscape, Kevin Dawe argues for a re-assessment of guitar studies in the light of more recent musical, social, cultural and technological developments that have taken place around the instrument. The author considers that a detailed study of the guitar in both contemporary and cross-cultural perspectives is now absolutely essential and that such a study must also include discussion of a wide range of theoretical issues, literature, musical cultures and technologies as they come to bear upon the instrument. Dawe presents a synthesis of previous work on the guitar, but also expands the terms by which the guitar might be studied. Moreover, in order to understand the properties and potential of the guitar as an agent of music, culture and society, the author draws from studies in science and technology, design theory, material culture, cognition, sensual culture, gender and sexuality, power and agency, ethnography (real and virtual) and globalization. Dawe presents the guitar as an instrument of scientific investigation and part of the technology of globalization, created and disseminated through corporate culture and cottage industry, held close to the body but taken away from the body in cyberspace, and involved in an enormous variety of cultural interactions and political exchanges in many different contexts around the world. In an effort to understand the significance and meaning of the guitar in the lives of those who may be seen to be closest to it, as well as providing a critically-informed discussion of various approaches to guitar performance, technologies and techniques, the book includes discussion of the work of a wide range of guitarists, including Robert Fripp, Kamala Shankar, Newton Faulkner, Lionel Loueke, Sharon Isbin, Steve Vai, Bob Brozman, Kaki King, Fred Frith, John 5, Jennifer Batten, Guthrie Govan, Dominic Frasca, I Wayan Balawan, Vicki Genfan and Hasan Cihat ?ter.

The Best Non Violent Video Games

The Best Non Violent Video Games
Author: James Batchelor
Publsiher: White Owl
Total Pages: 162
Release: 2023-10-30
Genre: Games & Activities
ISBN: 9781399084956

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What if there were video games that weren’t about killing things? The world’s biggest entertainment medium has come under decades of scrutiny because of its violent content. But here’s a little known fact: from the very beginning, non-violent video games have done as much, if not more, to shape the industry than violent ones. The Best Non-Violent Video Games is the first ever guide to the full breath of interactive entertainment. Discover the true variety the medium has to offer and learn how developers constantly find new ways to engage people by challenging their minds, testing their reflexes, and even tugging at the heartstrings. Take a journey through more than three hundred video games, stretching back to the very dawn of the industry and extending right up to modern day indie hits. You’ll learn more about the origins of some of gaming’s biggest franchises, discover underrated gems from developers of all sizes, and perhaps even find some new favorites. Written by a journalist with over 15 years of industry experience and more than 30 years of gaming experience, this guide is for anyone seeking something truly different from the video games space without dealing with guns and gore, or those simply looking for a change of pace.

Playstation 3

Playstation 3
Author: Anonim
Publsiher: PediaPress
Total Pages: 749
Release: 2024
Genre: Electronic Book
ISBN: 9182736450XXX

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The Ultimate History of Video Games Volume 2

The Ultimate History of Video Games  Volume 2
Author: Steven L. Kent
Publsiher: Crown
Total Pages: 592
Release: 2021-08-24
Genre: Social Science
ISBN: 9781984825445

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The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.