Author | : Frederic V. Grunfeld |
Publisher | : |
Total Pages | : 292 |
Release | : 1977 |
Genre | : Games & Activities |
ISBN | : |
Author | : Frederic V. Grunfeld |
Publisher | : |
Total Pages | : 292 |
Release | : 1977 |
Genre | : Games & Activities |
ISBN | : |
Author | : Mark J. P. Wolf |
Publisher | : MIT Press |
Total Pages | : 715 |
Release | : 2015-05-01 |
Genre | : Games & Activities |
ISBN | : 0262527162 |
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
Author | : Asi Burak |
Publisher | : Macmillan + ORM |
Total Pages | : 237 |
Release | : 2017-01-31 |
Genre | : Education |
ISBN | : 1250089344 |
The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Author | : Sid Sackson |
Publisher | : Courier Corporation |
Total Pages | : 180 |
Release | : 1994-06-01 |
Genre | : Games & Activities |
ISBN | : 0486281000 |
A leading inventor and collector of games, Sid Sackson is also an expert on game history. For this highly entertaining volume, the self-proclaimed "game addict" has selected over 60 popular games from around the world. A brief but fascinating introductory chapter to the history of card playing is followed by a valuable glossary of terms associated with this popular pastime. Additional chapters supply instructions, detailed illustrations, and an abundance of clear examples for playing such intriguing diversions as Sampen, Kowah, Kabu, Cha Kau Tsz' and Khanhoo from Asia; Skat, Blackjack, Old Maid, Fan Tan, Eights, Klondike, La Belle Loucie, Accordion, and Hearts from Europe; Whist, Blackout, Cribbage, Spoil Five, and Casino from the British Isles; Pif Paf, Samba, Bolivia, and Canasta from Latin America; and Poker, Pinochle, Contract Bridge, Rummy, and Oklahoma Gin from the United States. Most games can be played by children or adults with a common deck of 52 playing cards (a few will need additional cards from a second deck).
Author | : Jon Peterson |
Publisher | : |
Total Pages | : 698 |
Release | : 2012 |
Genre | : Computer games |
ISBN | : 9780615642048 |
Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
Author | : Oriol Ripoll |
Publisher | : |
Total Pages | : 0 |
Release | : 2005 |
Genre | : Amusements |
ISBN | : 9781556525940 |
Tells how to play more than one hundred games that are played by children throughout the world, ranging from board games and jacks to jumping and hand games.
Author | : Kate Egan |
Publisher | : Scholastic UK |
Total Pages | : 151 |
Release | : 2012-03-24 |
Genre | : Juvenile Fiction |
ISBN | : 1407134744 |
Welcome to Panem, the world of The Hunger Games. This is the definitive, richly illustrated, full-colour guide to all the districts of Panem, all the participants in The Hunger Games, and the life and home of Katniss Everdeen. A must-have for fans of both the Hunger Games novels and the new Hunger Games film.
Author | : Chris Kohler |
Publisher | : Courier Dover Publications |
Total Pages | : 337 |
Release | : 2016-10-10 |
Genre | : Games & Activities |
ISBN | : 0486816427 |
Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.
Author | : Heather E. Schwartz |
Publisher | : |
Total Pages | : 33 |
Release | : 2019-08 |
Genre | : Juvenile Nonfiction |
ISBN | : 1543583237 |
To save the world, one must play video games. Sounds ridiculous, right? But in reality many people are looking to video games to tackle many of the world's problems. Take a closer look at the ways in which video games can help save the world.