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An Exploration of Space 1999 Through the Lens of Video Games: Payne 1999

Author : John K. Balor
Publisher : Lulu.com
Page : 742 pages
File Size : 33,95 MB
Release : 2019-07-02
Category :
ISBN : 0359766781

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This book contains transcripts from Online Alpha discussions where the video game PAYNE 1999, game theory and game-study theories are used for analysing and commenting on problems of conflict and cooperation in SPACE 1999. The discussions build on more than a decade of conversations and debate about PAYNE 1999, and the aim of the book is to put the various threads together while also developing new ideas and providing direction for further investigations. The book has been developed on an idealistic basis, and it is sold at the lowest price the publisher was willing to accept. A free e-book version can be downloaded at www.lulu.com.

Cosmos 1999 - The Third Year of Space 1999

Author : John K. Balor
Publisher : Lulu.com
Page : 742 pages
File Size : 29,95 MB
Release : 2019-07-10
Category :
ISBN : 0359780679

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What does Gerry Anderson's television series SPACE 1999 have in common with Carl Sagan's award-winning television documentary COSMOS? Not very much, one might expect, but this book documents an Online Alpha discussion where fans of the science fiction series discuss and debate differences and similarities from a wide range of perspectives, some of them arguing that two series may be so closely connected that it might be natural to think of COSMOS as the third year of SPACE 1999. This book is written on an idealistic basis. It is sold at the lowest price the publisher was willing to accept. A free e-book version can be downloaded at www.lulu.com.

An Exploration of Space 1999 Through the Lens of Fan Fiction: Forever Alpha

Author : John K. Balor
Publisher : Lulu.com
Page : 575 pages
File Size : 44,14 MB
Release : 2019-07-10
Category :
ISBN : 0359780474

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An essential introduction to a rapidly growing field of study, AN EXPLORATION OF ?SPACE: 1999? THROUGH THE LENS OF FAN FICTION gathers in one place the complete 2015-16 Online Alpha discussion of the SPACE: 1999 fan fiction corpus, with a focus on the FOREVER ALPHA fan fiction series. Collected here are central viewpoints and arguments by Online Alpha discussants that have dominated Online Alpha debates in recent years. Editor John K. Balor provides a cogent introduction that places each piece in its historical and intellectual context, mapping the discussion and suggesting future trajectories. The book has been developed on an idealistic basis. It is sold at the lowest price the publisher was willing to accept. A free e-book version can be downloaded at www.lulu.com.

An Exploration of Space: 1999 Through the Lens of Fan Fiction

Author : Petter Ogland
Publisher : Lulu.com
Page : 574 pages
File Size : 18,45 MB
Release : 2016-06-27
Category : History
ISBN : 9781365113291

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An essential introduction to a rapidly growing field of study, AN EXPLORATION OF OSPACE: 1999O THROUGH THE LENS OF FAN FICTION gathers in one place the complete 2015-16 Online Alpha discussion of the SPACE: 1999 fan fiction corpus, with a focus on the FOREVER ALPHA fan fiction series. Collected here are central viewpoints and arguments by Online Alpha discussants that have dominated Online Alpha debates in recent years. Editor John K. Balor provides a cogent introduction that places each piece in its historical and intellectual context, mapping the discussion and suggesting future trajectories.

How to Play Video Games

Author : Matthew Thomas Payne
Publisher : NYU Press
Page : 376 pages
File Size : 10,31 MB
Release : 2019-03-26
Category : Games & Activities
ISBN : 147980214X

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Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

Author : James Paul Gee
Publisher : Macmillan
Page : 233 pages
File Size : 17,34 MB
Release : 2014-12-02
Category : Education
ISBN : 1466886420

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Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Space-1999 Year One Viewer's Guide

Author : Adrian Sherlock
Publisher :
Page : 158 pages
File Size : 19,16 MB
Release : 2018-09-11
Category :
ISBN : 9781726168854

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September 13th, 1999: The Moon is blasted out of Earth orbit by a massive nuclear explosion, carrying 311 men and women on Moon Base Alpha into the depths of space. Encounters with space-time warps, aliens races and other worlds would soon follow. Now comes this in-depth viewer's guide, featuring detailed examinations and analysis of all 24 episodes of the classic season one of Space:1999. Produced and created by legendary husband and wife team Gerry and Sylvia Anderson, Space:1999 starred Martin Landau and Barbara Bain in one of the most spectacular and expensive series ever broadcast. Often misunderstood by critics, this book sets out to highlight the many strengths and finer qualities of this classic series.

Silent Hill

Author : Bernard Perron
Publisher : University of Michigan Press
Page : 171 pages
File Size : 43,79 MB
Release : 2012-01-03
Category : Social Science
ISBN : 0472900331

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Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games series from series editors Mark J. P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.

Playing the Past

Author : Zach Whalen
Publisher :
Page : 286 pages
File Size : 48,96 MB
Release : 2008
Category : Games & Activities
ISBN : 9780826516015

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Playing the Past brings together a group of interdisciplinary scholars to examine the complementary notions of history and nostalgia as they are expressed through video games and in gaming culture. The scope of these related concepts moves from the personal to the cultural, and essays in this collection address video game nostalgia as both an individual and societal phenomenon, connecting the fond memories many of us have of classic gaming to contemporary representations of historical periods and events in video games. From Ms. Pac-Man and Space Invaders to Call of Duty and JFK: Reloaded, the games many of us have played since childhood inform how we see the world today, and the games we make and play today help us communicate ideas about real world history. By focusing on specific games, historical periods and media ecologies, these essays collectively take an in depth look at the related topics of nostalgia for classic gaming, gaming and histories of other media, and representations of real history in video games.

Video Games as Culture

Author : Daniel Muriel
Publisher : Routledge
Page : 198 pages
File Size : 39,49 MB
Release : 2018-03-14
Category : Social Science
ISBN : 1317223926

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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.