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Jumat, 12 April 2013

Ebook Free Raising the Stakes: E-Sports and the Professionalization of Computer Gaming (MIT Press)By T. L. Taylor

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Raising the Stakes: E-Sports and the Professionalization of Computer Gaming (MIT Press)By T. L. Taylor


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Raising the Stakes: E-Sports and the Professionalization of Computer Gaming (MIT Press)By T. L. Taylor

Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982--1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.

  • Sales Rank: #99275 in Books
  • Published on: 2015-01-30
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.00" h x .69" w x 6.00" l, .0 pounds
  • Binding: Paperback
  • 336 pages

Review

The recent explosion in the popularity of competitive gaming lacks a sufficient amount of documented history for people to truly appreciate just how far professional video gaming has come. Finally, T.L. Taylor provides an amazing perspective on eSports that will educate fans about a period of competitive play that's nearly been forgotten. Forget what history you may know, this book gives you the history you should know.

(Marcus "djWHEAT" Graham, Host and Executive Producer, OneMoreGame.tv)

T.L. Taylor has been among the best analysts of the media we have had over the past decade. Now she turns her exacting but always entertaining scrutiny to e-sports, with all the power we have come to expect of a participant observer of the highest order.

(Toby Miller, author of Makeover Nation)

In Raising the Stakes, T. L. Taylor does exactly what the title promises by giving us the first serious academic take on the world of competitive e-sports. She touches on every aspect of the new cyberathleticism, always carefully balancing enthusiasm and skepticism.

(Henry Lowood, Curator for History of Science & Technology Collections, Stanford University)

This book is about much more than the e-sports scene. T.L. Taylor uses e-sports as a lens for looking at the confluence of social, cultural and technological practices that are reshaping human interaction as digital culture at both the local everyday level and at the broader level of global techno-politics.

(Bart Simon, Director of the Centre for Technoculture, Art and Games, Concordia University, Montreal)

… Taylor has given us a great account of an exciting part of gaming culture.

(Faltin Karlsen)

While Raising the Stakes fits neatly within the gaming studies or media studies genres, it is also an exciting and novel contribution to the growing body of work in what might be termed global technology studies.

(Jenna Burrell Contemporary Sociology)

Raising the Stakes is a must not only for game studies but also media and internet studies researchers as a wonderfully nuanced study of century-first digital play-based in DIY, grassroots ideology-in the face of burgeoning leisure commercialization. Play on.

(Game Studies)

Esports is a fascinating collision of new technology and culture with traditional sports structure, and is a phenomenon that could only happen in the present. There is a growing body of research around the growing esports phenomenon, and this book provides a great primer into the academic perspective on the emerging culture. In my opinion, this is the book to refer anyone to who is interested in understanding esports -- for both newcomers and veterans.

(Timothy Young Day9)

Taylor's book is a valuable piece of scholarship that lays the groundwork for further investigation into all aspects of video games as sport and players as athletes.

(Steve Jacobs American Journal of Play)

About the Author

T. L. Taylor is Associate Professor in Comparative Media Studies at MIT. She is the author of Play Between Worlds: Exploring Online Game Culture (MIT Press).

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Minggu, 07 April 2013

Ebook Free Globalization / Anti-Globalization: Beyond the Great Divide 2nd edition

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  • Published on: 1601
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Unreal Engine 4 for Design Visualization: Developing Stunning Interactive Visualizations, Animations, and Renderings (Game Design)

About the Author

Tom Shannon is a UE4 expert/addict and technical artist with more than a decade of professional experience developing video games and visualizations using Unreal Engine. He is passionate about gaming and game technology as well as visualization and its importance and impact on the real world. He spends his days balancing between building the world alongside architects, engineers, and designers, and then destroying it with giant robots alongside programmers, animators, and effects artists. Tom lives in Colorado with his beautiful and inspiring wife Serine and his amazing and humbling kids Emma and Dexter. You can find his website at www.TomShannon3D.com.

Read more

Product details

Series: Game Design

Paperback: 384 pages

Publisher: Addison-Wesley Professional; 1 edition (August 24, 2017)

Language: English

ISBN-10: 0134680707

ISBN-13: 978-0134680705

Product Dimensions:

7 x 0.6 x 8.9 inches

Shipping Weight: 1.2 pounds (View shipping rates and policies)

Average Customer Review:

4.4 out of 5 stars

7 customer reviews

Amazon Best Sellers Rank:

#425,238 in Books (See Top 100 in Books)

I have to preface this by saying I'm only about 1/3 in. That said, this is simply the best book on UE4 I've read, and I've at least skimmed them all. The reason is that it's perhaps the only one written for people who actually have things to do and other things to do with their lives. That is, the author assumes you're not an idiot, and there are no endless pages wasted explaining why a file system is important. It gets to the point: making an environment that looks good and is navigable, and does so succinctly and with a great deal of elegance and thought. For every ten pages of blather that other books bulk out with explaining what you can pick up from the first three Epic/Unreal videos on YouTube, this book efficiently explains some tricky thing having to do with the interpretation of normal maps that you'd waste hours on the question boards with. Well-written, clear, concise, VERY helpful.

Clear and detailed, this spells out a lot of the features of Unreal Engine concisely. Worth the price of admission. I found the lighting and materials chapters for architectural visualization the most useful.

Very good.book for who interest to build VR for visual design (not gaming) by UE4 and don't want to know very detail of program.

Gift for my husband he found the book very helpful

Great tutorials, clear and easy to follow up, especially when I found writer's website in this book, a quite awesome learning materials more than my mind.

:)

This book is not a helpful or cost effective resource for someone that wants to actually LEARN HOW to use Unreal Engine for non-game projects. It is no more than a high level overview of some of the tools and concepts of Unreal. Zero real-world or even usable examples and very poorly printed screen shot images make this book highly overpriced imo. All the same exact info (but with better screenshots and specific solutions/methods of Unreal development) is available for FREE on Epic’s Unreal learning website. Don’t waste your time and money with this text unless you have never heard of Unreal Engine and just need an overview. Quite disappointed and returning it now.

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