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Grand Thieves & Tomb Raiders

Grand Thieves & Tomb Raiders PDF Author: Rebecca Levene
Publisher: Aurum
ISBN: 1781311072
Category : Computers
Languages : en
Pages : 376

Book Description
Gaming: it’s the greatest British invasion of them all. Lara Croft is an international icon and the British-born Grand Theft Auto and its spin-offs have sold more than 100 million copies worldwide. The UK’s games industry is now bigger than either its cinema or its music. Yet the medium’s birth in Thatcher’s Britain was almost accidental. While politicians championed computers like the BBC Micro and the ZX Spectrum as engines of learning, it was left to a grassroots culture of amateur programmers to unlock their true potential. And from bedrooms and classrooms across the country, a brilliant profusion of innovative and idiosyncratic games soon emerged – propelling their young creators to fame, riches and, eventually, a place on the world stage. This is the story of those teenage coders – tracing their journey from the first home computers to the age of the smartphone. A mix of oddball characters, programming miracles and moral panics, Grand Thieves & Tomb Raiders reveals how the unique history of British computing led to some of the greatest games of all time.

Grand Thieves & Tomb Raiders

Grand Thieves & Tomb Raiders PDF Author: Rebecca Levene
Publisher: Aurum
ISBN: 1781311072
Category : Computers
Languages : en
Pages : 376

Book Description
Gaming: it’s the greatest British invasion of them all. Lara Croft is an international icon and the British-born Grand Theft Auto and its spin-offs have sold more than 100 million copies worldwide. The UK’s games industry is now bigger than either its cinema or its music. Yet the medium’s birth in Thatcher’s Britain was almost accidental. While politicians championed computers like the BBC Micro and the ZX Spectrum as engines of learning, it was left to a grassroots culture of amateur programmers to unlock their true potential. And from bedrooms and classrooms across the country, a brilliant profusion of innovative and idiosyncratic games soon emerged – propelling their young creators to fame, riches and, eventually, a place on the world stage. This is the story of those teenage coders – tracing their journey from the first home computers to the age of the smartphone. A mix of oddball characters, programming miracles and moral panics, Grand Thieves & Tomb Raiders reveals how the unique history of British computing led to some of the greatest games of all time.

Porn & Pong

Porn & Pong PDF Author: Damon Brown
Publisher: Feral House
ISBN: 1932595368
Category : Social Science
Languages : en
Pages : 164

Book Description
Explores, for the first time, how pornography and video games have influenced the world's sexual mores and technological compulsions on a massive scale. The first Atari systems and their phallic joysticks sold by the millions, reality TV skyrocketed at the same time The Sims took off and the surgically-endowed Pamela Anderson was outshone by only one other woman: Lara Croft. Porn & Pong examines how politics, hidden agendas and financial pressure affect the controversial art forms of gaming and pornography.

Tomb Raiders and Space Invaders

Tomb Raiders and Space Invaders PDF Author: Geoff King
Publisher: Bloomsbury Publishing
ISBN: 0857717405
Category : Social Science
Languages : en
Pages : 273

Book Description
The first in the field to focus on the key aspects of videogames themselves as a distinctive medium, this is a rich and original read for gamers as well as students and researchers of popular culture internationally, which reviews the passionate gamer/game relationship viz all types of games from "Doom" to "EverQuest". Videogames now rival Hollywood cinema in popularity and profits and there are huge followings for titles such as "Tomb Raider" or "The Sims". Exactly what games offer, however, as a distinct form of entertainment, has received scant attention. This book is a valuable contribution to this new field. Its main focus is on key formal aspects of games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Issues examined in detail include the characteristics of gameplay and its relationship with narrative, genre, virtual landscapes, realism, spectacle and sensation. Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture.

The Great British Dream Factory

The Great British Dream Factory PDF Author: Dominic Sandbrook
Publisher: Penguin UK
ISBN: 0141979313
Category : History
Languages : en
Pages : 688

Book Description
SPECTATOR BOOKS OF THE YEAR 2015 Britain's empire has gone. Our manufacturing base is a shadow of its former self; the Royal Navy has been reduced to a skeleton. In military, diplomatic and economic terms, we no longer matter as we once did. And yet there is still one area in which we can legitimately claim superpower status: our popular culture. It is extraordinary to think that one British writer, J. K. Rowling, has sold more than 400 million books; that Doctor Who is watched in almost every developed country in the world; that James Bond has been the central character in the longest-running film series in history; that The Lord of the Rings is the second best-selling novel ever written (behind only A Tale of Two Cities); that the Beatles are still the best-selling musical group of all time; and that only Shakespeare and the Bible have sold more books than Agatha Christie. To put it simply, no country on earth, relative to its size, has contributed more to the modern imagination. This is a book about the success and the meaning of Britain's modern popular culture, from Bond and the Beatles to heavy metal and Coronation Street, from the Angry Young Men to Harry Potter, from Damien Hirst toThe X Factor.

You Are The Hero

You Are The Hero PDF Author: Jonathan Green
Publisher: Snowbooks Ltd
ISBN: 1909679402
Category : Fiction
Languages : en
Pages : 272

Book Description
Fighting Fantasy gamebooks have sold over 17 million books worldwide, in over 30 languages. But when Steve Jackson and Ian Livingstone sat down to write The Warlock of Firetop Mountain they had no idea this one book would go on to spawn another eighty or more titles, and have an immeasurable impact on a generation of children growing up in the 1980s. Part history, part celebration, YOU ARE THE HERO chronicles more than three decades of Fighting Fantasy. Written by Jonathan Green (author of seven Fighting Fantasy titles), this mighty tome will appeal to anyone who ever wiled away a washed-out summer holiday with only two dice, a pencil, and an eraser for company. This is a fixed format PDF eBook, with all of the same stunning, full-colour artwork as the hardback and paperback. Best viewed on a colour screen of 7" upwards, as a daily reader to keep your precious hardback safe. “YOU ARE THE HERO is as read-under-the-covers immersive as its subject matter; great characters, amazing stories and a surprise behind every door. 5 stars!" -- SCIFI Now “The most comprehensive history of the Fighting Fantasy phenomenon I've ever seen. With its maps, notes, art and photographs it's not just a celebration but a fascinating resource." -- SFX “How many thousands of heroes did these books create? And how many lost their lives with a bad roll of the dice? A publishing phenomenon, without which computer games wouldn't be what they are today. About time these books were celebrated. Now go to page 45 and face your nemesis." -- Charlie Higson

Storytelling Across Worlds

Storytelling Across Worlds PDF Author: Tom Dowd
Publisher: CRC Press
ISBN: 1136071423
Category : Performing Arts
Languages : en
Pages : 400

Book Description
Don’t restrict your creative property to one media channel. Make the essential leap to transmedia! From film to television to games and beyond, Storytelling Across Worlds gives you the tools to weave a narrative universe across multiple platforms and meet the insatiable demand of today’s audience for its favorite creative property. This, the first primer in the field for both producers and writers, teaches you how to: * Employ film, television, games, novels, comics, and the web to build rich and immersive transmedia narratives * Create writing and production bibles for transmedia property * Monetize your stories across separate media channels * Manage transmedia brands, marketing, and rights * Work effectively with writers and producers in different areas of production * Engage audiences with transmedia storytelling Up-to-date examples of current transmedia and cross-media properties accompany each chapter and highlight this hot but sure-to-be enduring topic in modern media.

Narratives Crossing Boundaries

Narratives Crossing Boundaries PDF Author: Joachim Friedmann
Publisher: transcript Verlag
ISBN: 3839464862
Category : Social Science
Languages : en
Pages : 369

Book Description
As the dominant narrative forms in the age of media convergence, films and games call for a transmedial perspective in narratology. Games allow a participatory reception of the story, bringing the transgression of the ontological boundary between the narrated world and the world of the recipient into focus. These diverse transgressions - medial and ontological - are the subject of this transdisciplinary compendium, which covers the subject in an interdisciplinary way from various perspectives: game studies and media studies, but also sociology and psychology, to take into account the great influence of storytelling on social discourses and human behavior.

The Video Games Guide

The Video Games Guide PDF Author: Matt Fox
Publisher: McFarland
ISBN: 078647257X
Category : Games & Activities
Languages : en
Pages : 385

Book Description
The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.

Stealing Cars

Stealing Cars PDF Author: John A. Heitmann
Publisher: JHU Press
ISBN: 1421412985
Category : Technology & Engineering
Languages : en
Pages : 229

Book Description
The technology-thwarting car thief has become as advanced as the cars themselves. As early as 1910 Americans recognized that cars were easy to steal and, once stolen, hard to find, especially since cars looked much alike. Model styles and colors eventually changed, but so did the means of making a stolen car disappear. Though changing license plates and serial numbers remain basic procedure, thieves have created highly sophisticated networks to disassemble stolen vehicles, distribute the parts, and/or ship the altered cars out of the country. Stealing cars has become as technologically advanced as the cars themselves. John A. Heitmann and Rebecca H. Morales’s study of automobile theft and culture examines a wide range of related topics that includes motives and methods, technological deterrents, place and space, institutional responses, international borders, and cultural reflections. Only recently have scholars begun to move their focus away from the creators and manufacturers of the automobile to its users. Stealing Cars illustrates the power of this approach, as it aims at developing a better understanding of the place of the automobile in the broad texture of American life. There are many who are fascinated by aspects of automobile history, but many more readers enjoy the topic of crime—motives, methods, escaping capture, and of course solving the crime and bringing criminals to justice. Stealing Cars brings together expertise from the history of technology and cultural history as well as city planning and transborder studies to produce a compelling and detailed work that raises questions concerning American priorities and values. Drawing on sources that include interviews, government documents, patents, sociological and psychological studies, magazines, monographs, scholarly periodicals, film, fiction, and digital gaming, Heitmann and Morales tell a story that highlights both human creativity and some of the paradoxes of American life.

The Book of Games

The Book of Games PDF Author: Bendik Stang
Publisher: Book of Games
ISBN: 829973780X
Category : Games & Activities
Languages : en
Pages : 449

Book Description
A feast for the eyes with literally thousands of vivid, high-resolution screen shots, this book provides a comprehensive visual tour through the world of PC and video gaming. Sorted by genre, 150 of the most exciting current software titles are reviewed with information of interest to players, parents, and industry professionals. Each game is featured in a two-page spread that includes detailed game summary, analysis, and strategy, nine representative in-game screen shots, games with similar skill and strategy requirements, appropriate age range, ESRB content ratings, complete technological specifications, and more. Feature stories are included throughout the book, covering game-related topics such as multiplayer online gaming, games in movies, and the future of gaming. The book also includes useful reference tools such as an illustrated glossary, an overview of game publishers, and information on current and upcoming hardware platforms such as Sony's new PS3 and Nintendo's Wii.