Author: M.K. England
Publisher: Random House Books for Young Readers
ISBN: 0593433505
Category : Juvenile Fiction
Languages : en
Pages : 289
Book Description
In the epic finale of this illustrated series, the best kid gamers in the world face their biggest battle yet, as they fight for their friend's freedom and all their gaming futures. Perfect for young fans of Ready Player One and Mr. Lemoncello's Library. Welcome to Affinity, the hottest battle royale video game around! The Weird Ones—Josh, Hannah, Larkin, and Wheatley—have become four of the biggest stars in gaming. But a surprising twist to their first professional Affinity tournament leaves Wheatley in huge trouble . . . with Hurricane Games, the company that made the game they all love. To save Wheatley, Hurricane offers them a deal: win three near-impossible challenges and Wheatley will be free. But if they lose, the kids will be banned from Affinity for life . . . and they’ll never see Wheatley again. With their futures on the line, The Weird Ones will have to play the best they ever have. But is winning even possible when your opponent literally controls the game?
Player vs. Player #3: The Final Boss
Author: M.K. England
Publisher: Random House Books for Young Readers
ISBN: 0593433505
Category : Juvenile Fiction
Languages : en
Pages : 289
Book Description
In the epic finale of this illustrated series, the best kid gamers in the world face their biggest battle yet, as they fight for their friend's freedom and all their gaming futures. Perfect for young fans of Ready Player One and Mr. Lemoncello's Library. Welcome to Affinity, the hottest battle royale video game around! The Weird Ones—Josh, Hannah, Larkin, and Wheatley—have become four of the biggest stars in gaming. But a surprising twist to their first professional Affinity tournament leaves Wheatley in huge trouble . . . with Hurricane Games, the company that made the game they all love. To save Wheatley, Hurricane offers them a deal: win three near-impossible challenges and Wheatley will be free. But if they lose, the kids will be banned from Affinity for life . . . and they’ll never see Wheatley again. With their futures on the line, The Weird Ones will have to play the best they ever have. But is winning even possible when your opponent literally controls the game?
Publisher: Random House Books for Young Readers
ISBN: 0593433505
Category : Juvenile Fiction
Languages : en
Pages : 289
Book Description
In the epic finale of this illustrated series, the best kid gamers in the world face their biggest battle yet, as they fight for their friend's freedom and all their gaming futures. Perfect for young fans of Ready Player One and Mr. Lemoncello's Library. Welcome to Affinity, the hottest battle royale video game around! The Weird Ones—Josh, Hannah, Larkin, and Wheatley—have become four of the biggest stars in gaming. But a surprising twist to their first professional Affinity tournament leaves Wheatley in huge trouble . . . with Hurricane Games, the company that made the game they all love. To save Wheatley, Hurricane offers them a deal: win three near-impossible challenges and Wheatley will be free. But if they lose, the kids will be banned from Affinity for life . . . and they’ll never see Wheatley again. With their futures on the line, The Weird Ones will have to play the best they ever have. But is winning even possible when your opponent literally controls the game?
Player vs. Player #1: Ultimate Gaming Showdown
Author: M.K. England
Publisher: Random House Books for Young Readers
ISBN: 0593433424
Category : Juvenile Fiction
Languages : en
Pages : 289
Book Description
In this action-packed illustrated series, four kid gamers meet at a virtual tournament and battle for the ultimate grand prize. Perfect for young fans of Ready Player One and Mr. Lemoncello's Library. Sixty-four teams. One mysterious grand prize. Four gamers determined to win it all. Welcome to Affinity, the hottest battle royale video game in the world! Gamers can be anything they want to be in Affinity’s high-tech, magical universe—and test their skills in fierce PvP combat. So when Hurricane Games announces an epic tournament with killer prizes, four kids form a team that feels unstoppable . . . but also maybe doomed from the start? Josh is the tank . . . when his parents let him game. Hannah is the melee fighter . . . but she can only play at the public library. Larkin is the healer . . . as long as her family’s not around. Wheatley is the ranger . . . with a secret that might wreck the whole team. As solo gamers, they’re good. Really good. But the tournament is a whole new level of competition, and it'll take all four of them to bring it home. Can they step up their game in time for the final match?
Publisher: Random House Books for Young Readers
ISBN: 0593433424
Category : Juvenile Fiction
Languages : en
Pages : 289
Book Description
In this action-packed illustrated series, four kid gamers meet at a virtual tournament and battle for the ultimate grand prize. Perfect for young fans of Ready Player One and Mr. Lemoncello's Library. Sixty-four teams. One mysterious grand prize. Four gamers determined to win it all. Welcome to Affinity, the hottest battle royale video game in the world! Gamers can be anything they want to be in Affinity’s high-tech, magical universe—and test their skills in fierce PvP combat. So when Hurricane Games announces an epic tournament with killer prizes, four kids form a team that feels unstoppable . . . but also maybe doomed from the start? Josh is the tank . . . when his parents let him game. Hannah is the melee fighter . . . but she can only play at the public library. Larkin is the healer . . . as long as her family’s not around. Wheatley is the ranger . . . with a secret that might wreck the whole team. As solo gamers, they’re good. Really good. But the tournament is a whole new level of competition, and it'll take all four of them to bring it home. Can they step up their game in time for the final match?
Hey! Listen!
Author: Andrew S. Latham
Publisher: McFarland
ISBN: 1476690294
Category : Games & Activities
Languages : en
Pages : 200
Book Description
How does analyzing video games as hypertexts expand the landscape of research for video game rhetoricians and games studies scholars? This is the first book to focus on how hypertext rhetoric impacts the five canons of rhetoric, and to apply that hypertext rhetoric to the study of video games. It also explores how ludonarrative agency is seized by players seeking to express themselves in ways that game makers did not necessarily intend when making the games that players around the world enjoy. This book takes inspiration from The Legend of Zelda, a series which players all over the world have spent decades deconstructing through online playthroughs, speedruns, and glitch hunts. Through these playthroughs, players demonstrate their ability to craft their own agency, independent of the objectives built by the makers of these games, creating new rhetorical situations worthy of analysis and consideration.
Publisher: McFarland
ISBN: 1476690294
Category : Games & Activities
Languages : en
Pages : 200
Book Description
How does analyzing video games as hypertexts expand the landscape of research for video game rhetoricians and games studies scholars? This is the first book to focus on how hypertext rhetoric impacts the five canons of rhetoric, and to apply that hypertext rhetoric to the study of video games. It also explores how ludonarrative agency is seized by players seeking to express themselves in ways that game makers did not necessarily intend when making the games that players around the world enjoy. This book takes inspiration from The Legend of Zelda, a series which players all over the world have spent decades deconstructing through online playthroughs, speedruns, and glitch hunts. Through these playthroughs, players demonstrate their ability to craft their own agency, independent of the objectives built by the makers of these games, creating new rhetorical situations worthy of analysis and consideration.
Playing at War
Author: Patrick A. Lewis
Publisher: LSU Press
ISBN: 0807183466
Category : Games & Activities
Languages : en
Pages : 309
Book Description
Playing at War offers an innovative focus on Civil War video games as significant sites of memory creation, distortion, and evolution in popular culture. With fifteen essays by historians, the collection analyzes the emergence and popularity of video games that topically engage the period surrounding the American Civil War, from the earliest console games developed in the 1980s through the web-based games of the twenty-first century, including popular titles such as Red Dead Redemption 2 and War of Rights. Alongside discussions of technological capabilities and advances, as well as their impact on gameplay and content, the essays consider how these games engage with historical scholarship on the Civil War era, the degree to which video games reflect and contribute to popular understandings of the period, and how those dynamics reveal shifting conceptions of martial identity and historical memory within U.S. popular culture. Video games offer productive sites for extending the analysis of Civil War memory into the post–Confederates in the Attic era, including the political and cultural moments of Obama and Trump, where overt expressions of Lost Cause memory were challenged and removed from schools and public spaces, then embraced by new manifestations of white supremacist organizations. Edited by Patrick A. Lewis and James Hill Welborn III, Playing at War traces the drift of Civil War memory into digital spaces and gaming cultures, encouraging historians to engage more extensively with video games as important cultural media for examining how contemporary Americans interact with the nation’s past.
Publisher: LSU Press
ISBN: 0807183466
Category : Games & Activities
Languages : en
Pages : 309
Book Description
Playing at War offers an innovative focus on Civil War video games as significant sites of memory creation, distortion, and evolution in popular culture. With fifteen essays by historians, the collection analyzes the emergence and popularity of video games that topically engage the period surrounding the American Civil War, from the earliest console games developed in the 1980s through the web-based games of the twenty-first century, including popular titles such as Red Dead Redemption 2 and War of Rights. Alongside discussions of technological capabilities and advances, as well as their impact on gameplay and content, the essays consider how these games engage with historical scholarship on the Civil War era, the degree to which video games reflect and contribute to popular understandings of the period, and how those dynamics reveal shifting conceptions of martial identity and historical memory within U.S. popular culture. Video games offer productive sites for extending the analysis of Civil War memory into the post–Confederates in the Attic era, including the political and cultural moments of Obama and Trump, where overt expressions of Lost Cause memory were challenged and removed from schools and public spaces, then embraced by new manifestations of white supremacist organizations. Edited by Patrick A. Lewis and James Hill Welborn III, Playing at War traces the drift of Civil War memory into digital spaces and gaming cultures, encouraging historians to engage more extensively with video games as important cultural media for examining how contemporary Americans interact with the nation’s past.
Interactive Storytelling
Author: Anne-Gwenn Bosser
Publisher: Springer Nature
ISBN: 3030625168
Category : Computers
Languages : en
Pages : 374
Book Description
This book constitutes the refereed proceedings of the 13th International Conference on Interactive Digital Storytelling, ICIDS 2020, held in Bournemouth, UK, in November 2020. The 15 full papers and 8 short papers presented together with 5 posters, were carefully reviewed and selected from 70 submissions. The conference offers topics in game narrative and interactive storytelling, including the theoretical, technological, and applied design practices, narrative systems, storytelling technology, and humanities-inspired theoretical inquiry, empirical research and artistic expression.
Publisher: Springer Nature
ISBN: 3030625168
Category : Computers
Languages : en
Pages : 374
Book Description
This book constitutes the refereed proceedings of the 13th International Conference on Interactive Digital Storytelling, ICIDS 2020, held in Bournemouth, UK, in November 2020. The 15 full papers and 8 short papers presented together with 5 posters, were carefully reviewed and selected from 70 submissions. The conference offers topics in game narrative and interactive storytelling, including the theoretical, technological, and applied design practices, narrative systems, storytelling technology, and humanities-inspired theoretical inquiry, empirical research and artistic expression.
The Floor Is Lava
Author: Ivan Brett
Publisher: Simon and Schuster
ISBN: 198211620X
Category : Games & Activities
Languages : en
Pages : 272
Book Description
With 100 games to start a party, ideas to trigger conversation, storytelling setups, and fiendish puzzles—no materials required—The Floor Is Lava is a how-to for turning screen-free time into quality time. Put down the phone and pick up the fun! Analog play is known to stimulate imaginative thinking, problem solving, and interpersonal connection. However, games only seem to exist on screen now and quality time spent together—in person—is rarer than ever. The Floor Is Lava is perfect for anyone looking to disconnect from technology and spend some time with family or friends. Packed with one hundred screen-free games, it’s the necessary antidote to digital overload and the answer to every occasion: - hosting a party - long car rides - cooling off on summer days - sitting around the dinner table - holiday gatherings - rainy days The best part is, you don’t need anything to play. So what are you waiting for? Jump up and get started—the floor is lava!
Publisher: Simon and Schuster
ISBN: 198211620X
Category : Games & Activities
Languages : en
Pages : 272
Book Description
With 100 games to start a party, ideas to trigger conversation, storytelling setups, and fiendish puzzles—no materials required—The Floor Is Lava is a how-to for turning screen-free time into quality time. Put down the phone and pick up the fun! Analog play is known to stimulate imaginative thinking, problem solving, and interpersonal connection. However, games only seem to exist on screen now and quality time spent together—in person—is rarer than ever. The Floor Is Lava is perfect for anyone looking to disconnect from technology and spend some time with family or friends. Packed with one hundred screen-free games, it’s the necessary antidote to digital overload and the answer to every occasion: - hosting a party - long car rides - cooling off on summer days - sitting around the dinner table - holiday gatherings - rainy days The best part is, you don’t need anything to play. So what are you waiting for? Jump up and get started—the floor is lava!
Transnational Contexts of Culture, Gender, Class, and Colonialism in Play
Author: Alexis Pulos
Publisher: Springer
ISBN: 3319438174
Category : Social Science
Languages : en
Pages : 223
Book Description
This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.
Publisher: Springer
ISBN: 3319438174
Category : Social Science
Languages : en
Pages : 223
Book Description
This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.
HCI in Games
Author: Xiaowen Fang
Publisher: Springer Nature
ISBN: 3031359305
Category : Computers
Languages : en
Pages : 450
Book Description
This two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCI in Games 2023 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.
Publisher: Springer Nature
ISBN: 3031359305
Category : Computers
Languages : en
Pages : 450
Book Description
This two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCI in Games 2023 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.
Time and Space in Video Games
Author: Federico Alvarez Igarzábal
Publisher: transcript Verlag
ISBN: 3839447135
Category : Social Science
Languages : en
Pages : 233
Book Description
Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.
Publisher: transcript Verlag
ISBN: 3839447135
Category : Social Science
Languages : en
Pages : 233
Book Description
Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.
Algorithmic and Architectural Gaming Design: Implementation and Development
Author: Kumar, Ashok
Publisher: IGI Global
ISBN: 1466616350
Category : Computers
Languages : en
Pages : 477
Book Description
Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible. Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.
Publisher: IGI Global
ISBN: 1466616350
Category : Computers
Languages : en
Pages : 477
Book Description
Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible. Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.