The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles.
Since its inception 30 years ago, the Street Fighter™ video game series from Capcom has thrived based on a lethal combination of innovation, style and technique. From first-of-their-kind advances such as selectable characters and secret combo moves, to imagination-capturing characters such as Ryu, Chun-Li, and Akuma, Street Fighter has stayed a step ahead of the competition en route to becoming one of the most enduring and influential franchises in video game history. Undisputed Street Fighter™ features in-depth interviews and exclusive, behind-the-scenes looks into the making of the Street Fighter games, and the iconic art, design, and imagery from across the Street Fighter universe.
The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.–released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author’s critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein—Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. * More than 300 A–Z cross-referenced and integrated entries, from Atari to Zelda * Dozens of screenshots and photographs * A "Further Reading" bibliography section is included with many entries
The digital compositing process is being applied in many diverse fields from Hollywood to corporate projects. Featuring over 30 pages of color, this tutorial/reference.provides a complete overview of the technical and artistic skills necessary to undertake a digital composition project. The CD-ROM contains composition examples, illustrations, and development software.
Art Law: Cases and Materials, now in a newly revised edition, offers a timely and panoramic view of this entire field of law. Designed as a primary text for courses on Law and the Visual Arts, Cultural Property Law, or Cultural Heritage Law, the three-part framework of this highly readable casebook explores Artists' Rights, Art Markets, and the International Preservation of Art and Cultural Property. With remarkable scope and currency, Art Law: Cases and Materials features: comprehensive and balanced topical coverage that includes IP, cultural property, the First Amendment, art markets, and museum law an in-depth look at the transactions and relationships between artists and galleries, dealers, and clients thoughtful discussion of the preservation of art and cultural property in peacetime and wartime Expanded and updated, the Revised Edition presents up-to-date case excerpts and notes new coverage of Native American and Indigenous Peoples' Art and the Right of Publicity in two dedicated chapters additional coverage of copyright, moral rights and VARA (Visual Artists Rights Act), First Amendment, and international protection of art and cultural property in peacetime and wartime With comprehensive coverage of each topic typically offered in art law courses today, and with practice-oriented problems for discussion in each chapter, Art Law: Cases and Materials provides each reader with the knowledge and insight to handle the issues that arise in the complex but exciting and dynamic field of law and the visual arts.
Did you know that American icon 7-Eleven is controlled by Japanese retail giant Ito-Yokado, Dunkin' Donuts is owned by British conglomerate Allied Domecq & that Fox Broadcasting Company & the New York Post are run by The News Corporation, an Australian company? These & hundreds of other public, private & state-owned companies headquartered outside the U.S. have a profound influence on American business & American life. In Hoover's Handbook of World Business, you'll find indepth profiles of 250 of the most influential firms from Canada, Europe & Japan, as well as companies from the fast-growing economies of such countries as Brazil, China & Taiwan. Hoover's Handbook of World Business includes lists of the top global companies from FORTUNE & other publications, as well as lists of companies on many of the major foreign stock indexes, such as the British FTSE-10 & Japan's Nikkei 225. Indexes are organized by headquarters location & industry, & by the people, companies & brand names mentioned in the profiles.
Presents information on more than 1,400 computer companies, an overview of the computer industry, lists of the largest and fastest-growing companies, and in-depth profiles on 250 of the largest high-tech firms
An exploration of why we play video games despite the fact that we are almost certain to feel unhappy when we fail at them. We may think of video games as being "fun," but in The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox. In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do? Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it. The Art of Failure is essential reading for anyone interested in video games, whether as entertainment, art, or education.
Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.
Accompanying CD-ROM has demonstration versions of the following games: Dark reign, the future of war; HyperBlade (a futuristic skating competition); Interstate 76 (an automotive combat scenario); Zork nemesis; Pitfall, the Mayan adventure; Time commando (a battle against a computer virus which has invaded the military's top-secret computer system); Earthworm Jim (a superhero earthworm must save the earth from Psy-Crow); Zork Grand Inquisitor (escape underground from the Grand Inquisitor).