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Posthuman Gaming

Posthuman Gaming PDF Author: Poppy Wilde
Publisher: Taylor & Francis
ISBN: 1000963071
Category : Games & Activities
Languages : en
Pages : 243

Book Description
Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects and embodiments – what it means and how it feels to be posthuman. With a focus on posthuman subjectivity, Wilde considers how we can begin to articulate ourselves when the boundary between self and other is unclear. Drawing on fieldnotes of her own gameplay experiences, the author analyses how subjectivity is formed in ways that defy a single individual notion of "self", and explores how different practices, feelings, and societal understandings can disrupt strict binaries and emphasise our posthumanism. She interrogates if one can speak of an "I" in the face of posthuman multiplicity, before exploring different analytical themes, beginning with how acting theories might be posthumanised and articulate the relationship between avatar and gamer. She then defines posthuman empathy and explains how this is experienced in gaming, before addressing the need to account for boredom, the complexity of nostalgia, and ways death and loss are experienced through gaming. This volume will appeal to a broad audience and is particularly relevant to scholars and students of cultural studies, media studies, humanities, and game studies. Chapters 2 and 7 of this book are freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.

Posthuman Gaming

Posthuman Gaming PDF Author: Poppy Wilde
Publisher: Taylor & Francis
ISBN: 1000963071
Category : Games & Activities
Languages : en
Pages : 243

Book Description
Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects and embodiments – what it means and how it feels to be posthuman. With a focus on posthuman subjectivity, Wilde considers how we can begin to articulate ourselves when the boundary between self and other is unclear. Drawing on fieldnotes of her own gameplay experiences, the author analyses how subjectivity is formed in ways that defy a single individual notion of "self", and explores how different practices, feelings, and societal understandings can disrupt strict binaries and emphasise our posthumanism. She interrogates if one can speak of an "I" in the face of posthuman multiplicity, before exploring different analytical themes, beginning with how acting theories might be posthumanised and articulate the relationship between avatar and gamer. She then defines posthuman empathy and explains how this is experienced in gaming, before addressing the need to account for boredom, the complexity of nostalgia, and ways death and loss are experienced through gaming. This volume will appeal to a broad audience and is particularly relevant to scholars and students of cultural studies, media studies, humanities, and game studies. Chapters 2 and 7 of this book are freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.

The Satanic

The Satanic PDF Author: Lucifer Diamon White
Publisher: Lucifer Diamon White
ISBN:
Category : Religion
Languages : en
Pages : 79

Book Description
This is a book about alternative philosophy and beliefs. It covers both common and uncommon topics. It's about life and making life better. It is about a better world. It is a look into a different world that could be. It teaches things that you may never have learned elsewhere. This is a new and uncommon look into Satanic thought.

The Gamer's Brain

The Gamer's Brain PDF Author: Celia Hodent
Publisher: CRC Press
ISBN: 1351650769
Category : Computers
Languages : en
Pages : 383

Book Description
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

Apex Legends: Pathfinder's Quest (Lore Book)

Apex Legends: Pathfinder's Quest (Lore Book) PDF Author: Respawn Entertainment
Publisher: Dark Horse Comics
ISBN: 1506719902
Category : Games & Activities
Languages : en
Pages : 212

Book Description
Explore the world of the hit game through the eyes of the lovable robot, Pathfinder, as he chronicles his journey throughout the various environs of the Outlands to interview his fellow Legends -- all in the hope of finally locating his mysterious creator. The rich history of Apex Legends is explained by the characters that helped to shape it, as are their unique bonds of competition and camaraderie.

Spawn: Shadows

Spawn: Shadows PDF Author: Rory McConville
Publisher: Image Comics
ISBN: 1534357335
Category : Comics & Graphic Novels
Languages : en
Pages : 195

Book Description
Get ready for an adrenaline-fueled ride through the world of SPAWN! Omega Spawn’s lair is the site of an epic showdown, but when the Plague arrives, all bets are off. Meanwhile, Spawn and Medieval Spawn team up to escape the island, but trust is in short supply. And that’s just the beginning! Spawn’s Universe is more intense than ever with new shadow players and shocking revelations. Don’t miss a moment of the action! Collects SPAWN #316-323

The Spawn of Lilith

The Spawn of Lilith PDF Author: Dana Fredsti
Publisher: Titan Books (US, CA)
ISBN: 1785652613
Category : Fiction
Languages : en
Pages : 323

Book Description
Working in Hollywood is a living Hell in this “fast, fun, and unrelenting” urban fantasy series about a stuntwoman who slays paranormal creatures (Seanan McGuire, author of the October Daye novels). Out of the spotlight, in the darker corners of the studio backlots, Hollywood hides a remarkable secret. Actor or actress, set designer, electrician, best boy, or grip—in la-la land, it pays not to be human. Vampires, succubae, trolls, elementals, goblins—studios hire anyone and anything that can take direction, be discreet, and not eat the extras. (The less you know about your agent, the better.) Though only human, stuntwoman and struggling actress Lee Striga is a member of the legendary Katz Stunt Crew. They’re the best in the biz, in part because they can fly, and boast superhuman strength. When Lee lands a job on the movie Pale Dreamer, however, not everyone is following the script. It’s up to her to figure out who—or what—is killing the cast and crew. Especially when Lee goes from stuntwoman to lead role...and the next target.

Attack of the Not-So-Virtual Monsters (Gamer Squad 1)

Attack of the Not-So-Virtual Monsters (Gamer Squad 1) PDF Author: Kim Harrington
Publisher: Union Square & Co.
ISBN: 1454926163
Category : Juvenile Fiction
Languages : en
Pages : 143

Book Description
Pokémon Go meets The Goonies in this exciting new adventure series! What happens when your cool virtual-reality game . . . becomes REAL? Monsters Unleashed—where you catch virtual-reality monsters on your cellphone—is one of the hottest mobile games around, and Bex and Charlie just can’t stop playing. They even check out an old map in Charlie’s grandfather’s attic in hopes of discovering some forgotten places in town where the rarest monsters might hide. But they find a strange machine up there too, and after Charlie switches it on, the WiFi goes down . . . and Bex’s entire catalog of monsters vanishes! And that’s not the worst of it: all the creatures she’s collected on her phone escape into the real world. Can the friends nab the beasts before they become monster lunch?

Carrion Comfort

Carrion Comfort PDF Author: Dan Simmons
Publisher: St. Martin's Griffin
ISBN: 1429986646
Category : Fiction
Languages : en
Pages : 802

Book Description
Embraced by giants such as Stephen King and Dean R. Koontz, Dan Simmons's Carrion Comfort was originally published by Warner Books in 1989, and remains a classic of dark fantasy and horror. "One of the three greatest horror novels of the 20th century. Simple as that." --Stephen King THE PAST... Caught behind the lines of Hitler's Final Solution, Saul Laski is one of the multitudes destined to die in the notorious Chelmno extermination camp. Until he rises to meet his fate and finds himself face to face with an evil far older, and far greater, than the Nazi's themselves... THE PRESENT... Compelled by the encounter to survive at all costs, so begins a journey that for Saul will span decades and cross continents, plunging into the darkest corners of 20th century history to reveal a secret society of beings who may often exist behind the world's most horrible and violent events. Killing from a distance, and by darkly manipulative proxy, they are people with the psychic ability to 'use' humans: read their minds, subjugate them to their wills, experience through their senses, feed off their emotions, force them to acts of unspeakable aggression. Each year, three of the most powerful of this hidden order meet to discuss their ongoing campaign of induced bloodshed and deliberate destruction. But this reunion, something will go terribly wrong. Saul's quest is about to reach its elusive object, drawing hunter and hunted alike into a struggle that will plumb the depths of mankind's attraction to violence, and determine the future of the world itself... "Epic in scale and scope but intimately disturbing, Carrion Comfort spans the ages to rewrite history and tug at the very fabric of reality. A nightmarish chronicle of predator and prey that will shatter your world view forever. A true classic." --Guillermo del Toro

Semiconductor Device Physics and Design

Semiconductor Device Physics and Design PDF Author: Umesh Mishra
Publisher: Springer Science & Business Media
ISBN: 1402064802
Category : Technology & Engineering
Languages : en
Pages : 583

Book Description
Semiconductor Device Physics and Design teaches readers how to approach device design from the point of view of someone who wants to improve devices and can see the opportunity and challenges. It begins with coverage of basic physics concepts, including the physics behind polar heterostructures and strained heterostructures. The book then details the important devices ranging from p-n diodes to bipolar and field effect devices. By relating device design to device performance and then relating device needs to system use the student can see how device design works in the real world.

Popular Science

Popular Science PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 104

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.