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Violent and Explicit Video Games

Violent and Explicit Video Games PDF Author: United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection
Publisher:
ISBN:
Category : Electronic games
Languages : en
Pages : 164
Book Description

Violent and Explicit Video Games

Violent and Explicit Video Games PDF Author: United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection
Publisher:
ISBN:
Category : Electronic games
Languages : en
Pages : 164
Book Description


Understanding Video Game Music

Understanding Video Game Music PDF Author: Tim Summers
Publisher: Cambridge University Press
ISBN: 1108107761
Category : Music
Languages : en
Pages :
Book Description
Understanding Video Game Music develops a musicology of video game music by providing methods and concepts for understanding music in this medium. From the practicalities of investigating the video game as a musical source to the critical perspectives on game music - using examples including Final Fantasy VII, Monkey Island 2, SSX Tricky and Silent Hill - these explorations not only illuminate aspects of game music, but also provide conceptual ideas valuable for future analysis. Music is not a redundant echo of other textual levels of the game, but central to the experience of interacting with video games. As the author likes to describe it, this book is about music for racing a rally car, music for evading zombies, music for dancing, music for solving puzzles, music for saving the Earth from aliens, music for managing a city, music for being a hero; in short, it is about music for playing.

God, Games and My Neighbour

God, Games and My Neighbour PDF Author: Ian G. Murray
Publisher: WestBow Press
ISBN: 1664207333
Category : Games & Activities
Languages : en
Pages : 122
Book Description
How can a Christian respond when asked to go on a virtual shooting spree in Grand Theft Auto? What is a Biblical approach to video games as products of entertainment? Video games have taken the world by storm, and when a medium of entertainment has made this kind of impact, Christians need to address them in a way that is in accordance with Biblical guidelines. God, Games and My Neighbour: Loving My Neighbour Through Entertainment is a Biblical approach to entertainment and video games, and ultimately seeks to understand how gaming can not only bring us closer to others, but also help us to glorify God and show the world His love.

The Golden Age of Video Games

The Golden Age of Video Games PDF Author: Roberto Dillon
Publisher: CRC Press
ISBN: 1439873240
Category : Computers
Languages : en
Pages : 218
Book Description
This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene.

Classical Antiquity in Video Games

Classical Antiquity in Video Games PDF Author: Christian Rollinger
Publisher: Bloomsbury Publishing
ISBN: 1350066656
Category : History
Languages : en
Pages : 312
Book Description
From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.

Internet Gaming Disorder

Internet Gaming Disorder PDF Author: Daniel King
Publisher: Academic Press
ISBN: 0128129255
Category : Psychology
Languages : en
Pages : 294
Book Description
Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches. Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction Provides screening approaches for measuring excessive gaming Details a structured clinical interview approach for assessing gaming disorder Provides evidence-based clinical strategies for prevention and treatment Covers cognitive behavioral therapy and harm reduction strategies

Video Games as Culture

Video Games as Culture PDF Author: Daniel Muriel
Publisher: Routledge
ISBN: 1317223926
Category : Social Science
Languages : en
Pages : 194
Book Description
Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

Rise of the Videogame Zinesters

Rise of the Videogame Zinesters PDF Author: Anna Anthropy
Publisher: Seven Stories Press
ISBN: 1609803736
Category : Games & Activities
Languages : en
Pages : 208
Book Description
"Anna Anthropy is a key personality in the ongoing paradigm shift that is slowly changing the way videogames are understood, by creators and players, and by the wider culture." —Patrick Alexander, Eegra.com "Equal parts autobiography, ethnography, and how-to manual, this book concisely makes the case for the unique power of 'zinester' games." —Adam Parrish, NYU's Interactive Telecommunication Program (Tisch School of the Arts), and author of the ZZT game "Winter" "These days, everybody can make and distribute a photograph, or a video, or a book. Rise of the Videogame Zinesters shows you that everyone can make a videogame, too. But why should they? For Anna Anthropy, it's not for fame or for profit, but for the strange, aimless beauty of personal creativity.” —Ian Bogost, Director, Graduate Program in Digital Media, Georgia Institute of Technology "Rise is a great guidebook to understanding—and more importantly, participating in—this dynamically evolving culture." —Jim Munroe, co-founder of the Hand Eye Society and the Difference Engine Initiative “Here, Anna Anthropy demonstrates how people from every background and walk of life are breaking free of the commercial cowardice of major publishers, and bringing their individual visions of the game to life. . . . If game design is to be an art, as those of us who love games fervently hope, it must be rescued from its crushing commercial pressures. You can be a part of its future.” —Greg Costikyan, author of I Have No Mouth and I Must Design "Anna gives the world of video games a crucial perspective from her seat of authority within outsider culture, and illustrates how essential it is for the space to empower voices of all kinds if it is to evolve." —Leigh Alexander, editor-at-large of Gamasutra

Computer Games and Technical Communication

Computer Games and Technical Communication PDF Author: Asst Prof Jennifer deWinter
Publisher: Ashgate Publishing, Ltd.
ISBN: 1472426401
Category : Literary Criticism
Languages : en
Pages : 335
Book Description
Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Contributors engage with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work.

Videogames

Videogames PDF Author: James Newman
Publisher: Psychology Press
ISBN: 9780415281911
Category : Games & Activities
Languages : en
Pages : 216
Book Description
James Newman's lucid and engaging introduction guides the reader through the world of videogaming, providing a history of the videogame from its origins in the computer lab to its contemporary status as a global entertainment industry, with characters such as Lara Croft and Sonic the Hedgehog familiar even to those who've never been near a game console. Video games explores: Why study videogames? What is a videogame? A brief history of videogames, from Pacman to Pokémon; The videogame industry; Who plays videogames? Are videogames bad for you? The narrative structure of videogames; The future of videogames. - Back cover.