Processing ......
FreeComputerBooks.com
Links to Free Computer, Mathematics, Technical Books all over the World
 
Trigger Happy: Videogames and the Entertainment Revolution
🌠 Top Free Computer Networking Books - 100% Free or Open Source!
  • Title: Trigger Happy: Videogames and the Entertainment Revolution
  • Author(s) Steven Poole
  • Publisher: Arcade Publishing (September 15, 2004); eBook (Creative Commons Edition, 2007)
  • License(s): CC BY-NC-ND
  • Paperback: 304 pages
  • eBook: PDF (428 pages, 2.5 MB), ePub, Kindle, etc.
  • Language: English
  • ISBN-10: 1559705981
  • ISBN-13: 978-1559705981

Book Description

The Edge calls Trigger Happy a "seminal piece of work." For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more videogames are played by adults than children.

This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

About the Authors
  • Steven Poole is a journalist and writer who has contributed articles to the Guardian, the Independent, and the Times Literary Supplement. He has also worked as a composer for television and short films.
Reviews, Ratings, and Recommendations: Related Book Categories: Read and Download Links: Similar Books:
  • This Gaming Life: Travels in Three Cities (Jim Rossignol)

    A fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, it takes us beyond the media hype and into the lives of real people whose lives changed by gaming.

  • Players Unleashed! Modding The Sims and the Culture of Gaming

    This book provides a fascinating examination of modding, tracing its evolution and detailing its impact on The Sims and the game industry as a whole. It shares insights into specific modifications and the cultural contexts from which they emerge.

  • Missions For Thoughtful Gamers (Andrew Cutting)

    Who am I? How do I live a good life? What is reality? Such perennial questions may seem remote from the pleasures of playing videogames for entertainment and fantasy. This book presents a sequence of 40 challenges for gamers.

  • DOOM: SCARYDARKFAST (Dan Pinchbeck)

    This is a book about what is considered the most important first-person game ever made; about the blueprint that has defined one of the most successful genres of digital gaming. The author brings together the complete story of DOOM for the first time.

  • Persuasive Gaming in Context (Teresa de la Hera, et al.)

    It offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion by further exploring persuasive games.

  • Possible Worlds in Video Games (Antonio Jose Planells de la Maza)

    This book proposes a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems. Contemporary video games should be read more like playable worlds than as interactive stories.

  • Co-creating Videogames (John Banks)

    Drawing on a decade of research within the industry, it offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry, and valuable insight into the growing world of video games.

  • Gamer Theory (McKenzie Wark)

    This book uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society.

  • Designing Virtual Worlds (Richard A. Bartle)

    This book is the most comprehensive treatment of Virtual World design to-date from one of the true pioneers and most sought-after design consultants. It brings a rich, well-developed approach to the design concepts behind virtual worlds.

  • Game Programming Patterns (Robert Nystrom)

    This book brings the benefits of reusable design patterns to the world of game programming. It bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming.

  • Game Programming (Penn Wu)

    This book is to help students to learn fundamental principles that apply to game programming regardless of the language they use to create the game, like gathering input from users, processing game data, and rendering game objects to the screen.

Book Categories
:
Other Categories
Resources and Links