by Brian Ashcraft, Arcade Mania Book available in PDF, EPUB, Mobi Format. Download Arcade Mania books, ARCADE MANIA introduces overseas readers to the fascinating world of the Japanese gemu senta (game center). Organized as a guided tour of a typical game center, the book is divided into nine chapters, each of which deals with a different kind of game. The tour begins with UFO catchers and print club machines at the entrance and continuing through rhythm games, fighting games, shooting games, retro games, gambling games, card-based games, and only-in-Japan games. Covering classics from SPACE INVADERS to STREET FIGHTER, games that are familiar to Americans in their home console versions (ROCK BAND, GUITAR HERO and DANCE, DANCE REVOLUTION), as well as the unique, quirky games found only in Japan, ARCADE MANIA is crammed full of interviews with game makers and star players, and packed with facts about each game, all lavishly illustrated with photographs and game graphics.
by Brian Ashcraft, Japan Arcade Mania Book available in PDF, EPUB, Mobi Format. Download Japan Arcade Mania books, " D'étages en étages et d'anecdotes en portraits, une excellente introduction aux salles d'arcade nippones ". Matthieu Hurel, gamekult.com. " Une invitation au voyage, un plongeon au coeur des salles d'arcade japonaises, ou image(s) et performance se cultivent avec une ferveur quasi-mystique ". Thierry Falcoz, rédacteur en chef vidéo, Nolife. " Plus encore qu'une plongée au coeur d'un monde que nous avons à peine effleuré en occident, ce tour des salles d'arcade nippones nous offre un regard enrichissant, à la fois pittoresque et lucide, sur une culture, des coutumes et un pays uniques ". Grégory Szryftgiser, Rahan, co-fondateur de Gameblof.fr.
by Todd Harper, The Culture Of Digital Fighting Games Book available in PDF, EPUB, Mobi Format. Download The Culture Of Digital Fighting Games books, This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.
by Nicholas Cook, Taking It To The Bridge Book available in PDF, EPUB, Mobi Format. Download Taking It To The Bridge books, Musicologists and performance studies scholars reach across their disciplines to examine the role of performance in musical culture
by Ryan Rogers, Understanding Esports Book available in PDF, EPUB, Mobi Format. Download Understanding Esports books, This book provides a broad view of the history, experience, and impact of professional Esports as it has shifted the cultural and athletic landscape during its rise.
by S. Austin Lee, Transnational Contexts Of Development History Sociality And Society Of Play Book available in PDF, EPUB, Mobi Format. Download Transnational Contexts Of Development History Sociality And Society Of Play books, This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia. Focusing on examinations of how video games shape external interactions with the world as well as internal spaces, Lee and Pulos' volume brings together a range of approaches and regions to understand the impact of video games in East Asia and beyond. Contributions range from assessments of Nintendo's lasting technological impact in Japan and globally to analyses of mobile social gaming among teenage girls in Korea, with qualitative and quantitative methodologies set in contact with one another to offer a full spectrum of perspectives on video gaming and its profound cultural impact.
by Connectsoft-U S, The Multimedia And Cd Rom Directory 1998 Book available in PDF, EPUB, Mobi Format. Download The Multimedia And Cd Rom Directory 1998 books, Now in its 19th edition, this comprehensive directory details companies active in multimedia, which continues to evolve alongside the industry that it tracks. The text contains details of approximately 16,000 companies. Entries include company descriptions and classifications by activity, sector, platform, product type, size, turnover and more. The database section is indexed. This year articles from industry leaders and shapers, as well as interviews with heads of trend-setting companies and a round-up of statistics, should make this a useful item for professionals in the industry, and those who purchase multimedia professionally.