Souls in the Great Machine

Souls in the Great Machine
Author: Sean McMullen
Publsiher: Macmillan + ORM
Total Pages: 709
Release: 2002-12-15
Genre: Fiction
ISBN: 9781466821583

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Souls in the Great Machine is the first volume of Sean McMullen's brilliant future history of the world of Greatwinter. The great Calculor of Libris was forced to watch as Overmayor Zarvora had four of its components lined up against a wall and shot for negligence. Thereafter, its calculations were free from errors, and that was just as well-for only this strangest of calculating machines and its two thousand enslaved components could save the world from a new ice age. And all the while a faint mirrorsun hangs in the night sky, warning of the cold to come. In Sean McMullen's glittering, dynamic, and exotic world two millennia from now, there is no more electricity, wind engines are leading-edge technology, librarians fight duels to settle disputes, steam power is banned by every major religion, and a mysterious siren "Call" lures people to their death. Nevertheless, the brilliant and ruthless Zarvora intends to start a war in space against inconceivably ancient nuclear battle stations. Unbeknownst to Zarvora, however, the greatest threat to humanity is neither a machine nor a force but her demented and implacable enemy Lemorel, who has resurrected an obscene and evil concept from the distant past: Total War. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.

Tom Clancy s Splinter Cell

Tom Clancy s Splinter Cell
Author: David Michaels
Publsiher: Penguin
Total Pages: 418
Release: 2004-12-07
Genre: Fiction
ISBN: 9781101003725

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In response to the growing use of sophisticated digital encryption to conceal potential threats to the United States, the National Security Agency has ushered forth the new dawn of intelligence-gathering techniques. The top-secret initiative is dubbed Third Echelon. Its existence denied by the U.S. government, Third Echelon deploys a lone field operative. He is sharp, nearly invisible, and deadly. And he has the right to spy, steal, destroy, and assassinate to protect American freedoms. His name is Sam Fisher. He is a Splinter Cell®.

Paratextualizing Games

Paratextualizing Games
Author: Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt
Publsiher: transcript Verlag
Total Pages: 364
Release: 2021-11-30
Genre: Social Science
ISBN: 9783732854219

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Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?

Playing the Past

Playing the Past
Author: Zach Whalen,Laurie N. Taylor
Publsiher: Unknown
Total Pages: 286
Release: 2008
Genre: Games & Activities
ISBN: 0826516017

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Playing the Past brings together a group of interdisciplinary scholars to examine the complementary notions of history and nostalgia as they are expressed through video games and in gaming culture. The scope of these related concepts moves from the personal to the cultural, and essays in this collection address video game nostalgia as both an individual and societal phenomenon, connecting the fond memories many of us have of classic gaming to contemporary representations of historical periods and events in video games. From Ms. Pac-Man and Space Invaders to Call of Duty and JFK: Reloaded, the games many of us have played since childhood inform how we see the world today, and the games we make and play today help us communicate ideas about real world history. By focusing on specific games, historical periods and media ecologies, these essays collectively take an in depth look at the related topics of nostalgia for classic gaming, gaming and histories of other media, and representations of real history in video games.

Understanding Video Games

Understanding Video Games
Author: Simon Egenfeldt-Nielsen,Jonas Heide Smith,Susana Pajares Tosca
Publsiher: Routledge
Total Pages: 552
Release: 2015-12-07
Genre: Games & Activities
ISBN: 9781317533122

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Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

The Years of Rice and Salt

The Years of Rice and Salt
Author: Kim Stanley Robinson
Publsiher: Spectra
Total Pages: 777
Release: 2003-06-03
Genre: Fiction
ISBN: 9780553897609

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With the same unique vision that brought his now classic Mars trilogy to vivid life, bestselling author Kim Stanley Robinson boldly imagines an alternate history of the last seven hundred years. In his grandest work yet, the acclaimed storyteller constructs a world vastly different from the one we know. . . . “A thoughtful, magisterial alternate history from one of science fiction’s most important writers.”—The New York Times Book Review It is the fourteenth century and one of the most apocalyptic events in human history is set to occur—the coming of the Black Death. History teaches us that a third of Europe’s population was destroyed. But what if the plague had killed 99 percent of the population instead? How would the world have changed? This is a look at the history that could have been—one that stretches across centuries, sees dynasties and nations rise and crumble, and spans horrible famine and magnificent innovation. Through the eyes of soldiers and kings, explorers and philosophers, slaves and scholars, Robinson navigates a world where Buddhism and Islam are the most influential and practiced religions, while Christianity is merely a historical footnote. Probing the most profound questions as only he can, Robinson shines his extraordinary light on the place of religion, culture, power—and even love—in this bold New World. “Exceptional and engrossing.”—New York Post “Ambitious . . . ingenious.”—Newsday

Vintage Games 2 0

Vintage Games 2 0
Author: Matt Barton
Publsiher: CRC Press
Total Pages: 357
Release: 2019-05-08
Genre: Computers
ISBN: 9781000000924

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Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

Digital Play

Digital Play
Author: Stephen Kline,Nick Dyer-Witheford,Greig de Peuter
Publsiher: McGill-Queen's Press - MQUP
Total Pages: 376
Release: 2003-05-26
Genre: Technology & Engineering
ISBN: 9780773571068

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In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries.