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Featuring interviews with the creators of 39 popular video games--including Halo 3, Call of Duty: Modern Warfare, Medal of Honor and Metroid Prime--this book gives a behind-the-scenes look at the origins of some of the most iconic shooter games. Interviewees recount endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the genre and the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.
Playing to Learn: Video Games in the Classroom is one of first practical resources that helps teachers integrate the study of video games into the classroom. The book is comprised of over 100 video game related activity ideas appropriate for Grades 4 to 12. Virtually every subject area is addressed. The book is augmented with several discussion articles contributed by scholars, journalists, and bloggers who routinely write about video games. In addition, the book includes dozens of activity modification and extension ideas, Web links, data tables, and photos.
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Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market.
"This undergraduate textbook provides students with the information and skills needed to be a well-rounded sports television or radio broadcaster. Students will learn how to write for broadcast, shoot and edit video, and prepare for all the additional tasks needed along the way"--
The economy is not the result of accident or freak forces of nature. Recession and growth are caused by human activity, not by chance. The economy is the result of every action of every human being interacting together. The Profit Bargaining Ratio Theory explains that interaction in layman's terms, and why the Free Market works best. Learn why many of our coercive policies designed to help the economy are self-defeating, damaging the economy and making the poor poorer.
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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.