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When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.
• All of Kirby's Metamortex transformations and special abilities are covered so you can get the most fun out of Kirby's new world! • Fully labeled maps reveal all hidden areas and collectibles! • Essential walkthroughs guide you to the treasures and Bonus Stars on every level, plus tips for achieving Gold Medals! • Learn the best tactics for every boss battle! • Complete 100% of the game with our strategies for beating all five mini-game challenges! • Join up with a friend using our two-player tips to add even more fun! • Spiral bound so you can keep your place and keep both hands on the bame. • Compact size to stay where you play.
Kirby and friends get up to yummy hijinks in this delightful manga collection. Join Kirby and his Dream Land friends as they go on zany adventures in manga form! Jump into Dream Land with Kirby and gobble up some fun! Everyone’s favorite pink puff teams up with his friends to keep arch-frenemy King Dedede in line. Fans of all ages can enjoy this collection of classic Kirby comics—just take a deep breath and hop on in!
There was once a bird in the forest that was completely black, except for his white eyes, who was laughed at by all the other animals because he did not have a name. So he goes to seek his fortune - and perhaps find a name! A modern fable that answers the question "How did the toucan get its name?" - and also incidentally his amazing colours!
Celebrate more than 25 years of Kirby, the popular pink hero of the best-selling series of video games from Nintendo. A stylish new collection of art and designs from the best-selling Kirby video games. Featuring twenty-five years worth of sketches, artwork, Japanese video game box art, and more. With exclusive notes from creators and artists who have brought Kirby to life throughout the years.
Sarah Walsh illustrates 112 pages of art prompts and inspiration based on one simple geometric shape, a circle.
Learn the history of the war between New Genesis and Apokolips, including the tale of the pact Izaya and Darkseid made to bring a temporary peace.
How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.
For the first time ever, DC collects the "Fourth World" works of legendary writer/artist Jack Kirby in a premium Absolute hardcover edition. Legendary comics creator Jack Kirby's mind-boggling "Fourth World" saga is collected in an Absolute edition series starting with Absolute Fourth World by Jack Kirby Vol. 1. After co-creating comic book heroes such as The Fantastic Four and The Hulk, legendary writer/artist Jack Kirby came to DC Comics in 1970 to write and illustrate four interlocking series known collectively as "The Fourth World." Now, as part of the celebration of the 100th birthday of Jack Kirby, DC collects Kirby's entire runs on these four series--The New Gods, The Forever People, Mister Miracle and Superman's Pal Jimmy Olsen--In a single volume. These comics spanned galaxies, from the streets of Metropolis to the far-flung twin worlds of New Genesis and Apokolips, as cosmic-powered heroes and villains struggle for supremacy, and the world-conquering Darkseid adventured across Earth for the deadly Anti-Life Equation. Collects Superman's Pal Jimmy Olsen #133-139 and #141-148, The New Gods #1-11, The Forever People #1-11, Mister Miracle #1-18, plus later stories from New Gods #4 and DC Graphic novel #4
How videogames offer a new way to do journalism. Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism—not just an occasional treat for online readers—newsgames can make a valuable contribution.