Focus On: 100 Most Popular Unreal Engine Games PDF Download

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Focus On: 100 Most Popular Unreal Engine Games

Focus On: 100 Most Popular Unreal Engine Games PDF Author: Wikipedia contributors
Publisher: e-artnow sro
ISBN:
Category :
Languages : en
Pages : 1087

Book Description


Focus On: 100 Most Popular Unreal Engine Games

Focus On: 100 Most Popular Unreal Engine Games PDF Author: Wikipedia contributors
Publisher: e-artnow sro
ISBN:
Category :
Languages : en
Pages : 1087

Book Description


History in Games

History in Games PDF Author: Martin Lorber
Publisher: transcript Verlag
ISBN: 3839454204
Category : Social Science
Languages : en
Pages : 285

Book Description
Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient Alexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies.

Understanding Video Games

Understanding Video Games PDF Author: Simon Egenfeldt-Nielsen
Publisher: Routledge
ISBN: 0429777043
Category : Social Science
Languages : en
Pages : 414

Book Description
From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming. In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, this new edition is an indispensable resource for students, scholars, and teachers interested in examining the ways video games continue to reshape entertainment and society.

The Middle Ages in Computer Games

The Middle Ages in Computer Games PDF Author: Robert Houghton
Publisher: Boydell & Brewer
ISBN: 1843847299
Category : Games & Activities
Languages : en
Pages : 373

Book Description
Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233

Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Assessing the Quality of Experience of Cloud Gaming Services

Assessing the Quality of Experience of Cloud Gaming Services PDF Author: Steven Schmidt
Publisher: Springer Nature
ISBN: 3031060113
Category : Technology & Engineering
Languages : en
Pages : 230

Book Description
This book provides an overview of concepts and challenges in intis investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical eraction quality in the domain of cloud gaming services. The author presents a unified evaluation approach by combining quantitative subjective assessment methods in a concise way. The author discusses a measurement tool, Gaming Input Quality Scale (GIPS), that assesses the interaction quality of such a service available. Furthermore, the author discusses a new framework to assess gaming Quality of Experience (QoE) using a crowdsourcing approach. Lastly, based on a large dataset including dominant network and encoding conditions, the evaluation method is investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical findings, and models presented in this book should be of particular interest to researchers working in the fields of quality and usability engineering, as well as service providers and network operators.

Popular Fads and Crazes through American History [2 volumes]

Popular Fads and Crazes through American History [2 volumes] PDF Author: Nancy Hendricks
Publisher: Bloomsbury Publishing USA
ISBN: 1440851832
Category : History
Languages : en
Pages : 897

Book Description
This informative two-volume set provides readers with an understanding of the fads and crazes that have taken America by storm from colonial times to the present. Entries cover a range of topics, including food, entertainment, fashion, music, and language. Why could hula hoops and TV westerns only have been found in every household in the 1950s? What murdered Russian princess can be seen in one of the first documented selfies, taken in 1914? This book answers those questions and more in its documentation of all of the most captivating trends that have defined American popular culture since before the country began. Entries are well-researched and alphabetized by decade. At the start of every section is an insightful historical overview of the decade, and the set uniquely illustrates what today's readers have in common with the past. It also contains a Glossary of Slang for each decade as well as a bibliography, plus suggestions for further reading for each entry. Students and readers interested in history will enjoy discovering trends through the years in such areas as fashion, movies, music, and sports.

Game studies in Brazil Book I:

Game studies in Brazil Book I: PDF Author: Tamer Thabet
Publisher: EDUEL
ISBN: 8578465911
Category : Computers
Languages : en
Pages : 127

Book Description
Game Studies in Brazil: Book One ins an attempt to begin mapping out the research field of videogames ins Brazil by means of cartography of knowledge. Game Studies in Brazil: Book One contains five chapters written by Brazilian researchers in the fields of education, health sciences, games studies, poetics, and literature. The chapters in this book are about projects and experiences in using games for teaching literature in public schools, and serious games for public health awareness.

Philosophy Through Video Games

Philosophy Through Video Games PDF Author: Jon Cogburn
Publisher: Routledge
ISBN: 1135859698
Category : Games & Activities
Languages : en
Pages : 212

Book Description
In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of perceptual knowledge, personal identity, artificial intelligence, and the very meaning of life itself, arguing that video games are popular precisely because they engage with longstanding philosophical problems.

Popular Science

Popular Science PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 108

Book Description
Popular Science gives our readers the information and tools to improve their technology and their world. The core belief that Popular Science and our readers share: The future is going to be better, and science and technology are the driving forces that will help make it better.