The biography of Kevin Savetz, a computer and video games journalist, who is also a real "geek", in the positive meaning of this word. In this book, he tells us about his childhood and grown-up years, deeply tied to the main technological evolutions of the 80-90's: the rise of personal computing, the birth of video games, the BBS networks, and of course Internet. Born in the beginning of the 70's, Kevin Savetz grew up in company of the Channel F, the Intellivision, the TI 99/4A, the At
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Keywords : kevin savetz, geek, bbs, internet, computer, video game, culture
This bible is dedicated to the PC Engine home console (also known as TurboGrafx 16). This second volume starts by telling you the story of how this console arrived in France, alongside with the story of studio RED, the creators of the famous "PC Kid" game. But the main part of the book is a full listing of every game ever released for this console on the CD-ROM format (more that 400 games). Each game is presented with a screenshot alongside with a small text describing it. A refere
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Keywords : history, pc engine, turbografx 16, cd-rom, bible
This book is full of beautiful pictures presenting several examples of movies based on video games (Super Mario Bros, Resident Evil, Tomb Raider, Doom, Silent Hill...), alongside with movies inspired by the video game culture (The Last Starfighter, Tron, Wargames, Avalon, Gamer, The Lawnmower Man...). Easy and pleasant to read, this book is an excellent introduction to the topic of relationships between video games and movies.
Keywords : video games, movie, cinema
This books focuses on the history of videogames in Britain, and more specifically on the best-known videogames in history that originates from Britain: Tomb Raider, Grand Theft, Auto, Elite, MUD, Populous, Lemmings, Carmageddon, Runescape, EarthWormJim, etc. This book also details the history of some famous english computers, such as Sinclair's ZX family, the Amstrad computer line, the BBC Micro and its legacy, that includes the ARM processors nowadays embedded in almost any smartphone. Extremel
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Keywords : history, videogames, britain, grand theft auto, tomb raider, elite, populous, mud
Abstract: When we talk about video game, we observe that people who modified it are those who best knows its content. Thus we can consider game modifications as a way of knowledge appropriation. In this paper, we apply this model to learning games, positioning the research project in a Web 2.0 approach. If the content of a game can be learned by playing it, it can be more deeply understood by making this game evolving. The Web 2.0 is not defined by its technologies, but by the way of using
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Keywords : Modding, Game development kits, Learning game 2.0, Collaborative learning
This tiny black & white book (120 pages) presents a selection of remarkable games released on the ZX Spectrum. It features classical hits (Heads Over Heels...), underdogs games (Knight Tyme...) and "bad idea games" (Trashman...). Each game is presented over one or two pages with one screenshot. It's far from being an encyclopedia, however it offers an interesting selection of games.
Keywords : zx spectrum, selection
A confrence about the "Game Creation Toolkit" (software that can help create videogames) and how it can be used by teachers to create Serious Games for their students.
Keywords : serious game, game creation toolkits, schools
The biography of Yoshihisa Kishimoto, a japanese game creator unknown by the general public, although he created one of the most famous videogame series: "Double Dragon". This well written book is full of pictures and starts by telling you the childhood of this little-known genius, alongside with his thug-like youth where he was always eager to fight inside and outside of school. He hopefully changed his lifestyle before becoming a real criminal. Fond of movies, he then started to crea
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Keywords : yoshihisa kishimoto, double dragon, kunio-kun, renegade, thunder strom, road avenger, vier, biography
This Game Design book is full of "practical advices" coming from an experimented Game Designer. Lewis Pulsipher designed several board games, his most famous title being Britannia (1986-2008). Each chapter of the book emphasizes over the traps to avoid and the good habits to follow in order to become a professional Game Designer: selecting a target audience; critical analysis of existing games; assessment of game ideas; creation of prototypes; the different stages of the Game Design pr
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Keywords : game design, board games, lewis pulsipher, practical advices