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An in-depth exploration of the localization of Nintendo's blockbuster franchise from Japanese to English.
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.
From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.
After becoming a rabbit, Haneru Sato gathers stars at an observatory, sails the sea in a watermelon, tastes the emotions captured in different colors of ice, and more.
With the intrigue of a psychological thriller, Camus's masterpiece gives us the story of an ordinary man unwittingly drawn into a senseless murder on an Algerian beach. Behind the intrigue, Camus explores what he termed "the nakedness of man faced with the absurd" and describes the condition of reckless alienation and spiritual exhaustion that characterized so much of twentieth-century life. First published in 1946; now in translation by Matthew Ward.
Когда на улицы Таркова опускается тьма, когда обычные люди, вчера ещё бывшие добрыми соседями, начинают убивать друг друга за банку консервов. Когда привычный порядок в одночасье сменяется диким беспределом… Обычный офисный хомяк внезапно превращается в жестокого и безжалостного Хищника. Клавиатура отброшена в сторону, в руках — тяжелый дробовик. Возврата к прошлому больше нет, остаётся только одно — стать самым страшным зверем в этих каменных джунглях. Добро пожаловать в Тарков! Эта книга написана под впечатлением от игры «Escape from Tarkov». Посмотрим поближе на одного из участников — Дикого! И если про метаморфозы уголовников все понятно, то как Диким становится обычный человек, вчерашний офисный работник? Сможет ли он переступить всё и превратиться в хищного зверя? Оказывается, да, причём достаточно быстро. Привыкшие к клавиатуре руки столь же спокойно станут нажимать уже не кнопку «Enter», а спусковой крючок. Не вызовет особого сомнения и необходимость обыскать ещё теплое тело противника. Недолго будут терзать муки совести. А вот сможет ли такой хищник остаться в душе человеком? И сохранить хоть какие-то положительные черты? Зайдём в Тарков — там всё и посмотрим.
Twenty years after Doomsday, survivors of World War Three live in an underground world they have created in the subway system of Moscow. The most stubborn of the survivors, Artyom, will give anything to find and lead his own people to life again on the earth's surface.
In fewer than fifty years videogames have become one of the most popular forms of entertainment, but which are the best games, the ones you must play? This action packed book presents the best videogames from around the world - from 80's classic Donkey Kong to Doom, Frogger and Final Fantasy. Covering everything from old favourites to those breaking new ground, these are the games that should not be missed. Video game expert Tony Mott presents 1001 of the best video games from around the world and on all formats, from primitive pioneering consoles like Atari's VCS to modern-day home entertainment platforms such as Sony's PlayStation 3. 1001 VIDEO GAMES defines arcade experiences that first turned video gaming into a worldwide phenomenon such as Space Invaders, Asteroids, and Pac-Man - games that made the likes of Atari, Sinclair and Commadore household names. It also includes the games that have taken the console era by storm from Nintendo Wii to Sony Playstation and beyond - games of the modern era that have become cultural reference points in their own right including multi-million selling series such as Halo, Grand Theft Auto and Resident Evil. For aficionados this is a keepsake - charting the highlights of the past fifty years giving them key information for games they must play. For those just discovering the appeal of gaming this extensive volume will provide everything they need to ensure they don't miss out on the games that revolutionized this overwhelmingly popular medium.