Dungeons & Dreamers: A story of how computer games created a global culture

ETC Press
4
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In 1974, Gary Gygax and Dave Arneson published the tabletop game
Dungeons & Dragons, a fantasy role-playing game. Through the next 40
years, computer game developers used these fantasy worlds as archetypes
for the budding virtual game worlds These games would become as varied
as books in a library, but the essence of each was built upon community.
People gathered and played...together. Dungeons & Dreamers: A story
of how computer games created a global community follows the designers,
developers, and players who built the virtual games and communities
that define today's digital entertainment landscape and explores the
nature of what it means to live and thrive in virtual communities. 

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About the author

In 1974, Gary Gygax and Dave Arneson published the tabletop game Dungeons & Dragons, a fantasy role-playing game. Through the next 40 years, computer game developers used these fantasy worlds as archetypes for the budding virtual game worlds These games would become as varied as books in a library, but the essence of each was built upon community. People gathered and played...together. Dungeons & Dreamers: A story of how computer games created a global community follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities. 

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Additional Information

Publisher
ETC Press
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Published on
Mar 15, 2014
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Pages
278
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ISBN
9780991222735
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Features
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Language
English
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Genres
Biography & Autobiography / General
Computers / History
Games / General
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Content Protection
This content is DRM free.
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Read Aloud
Available on Android devices
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Flashbacks from the Flow Zone tracks author Tom Crago as he grows a video game business in the first decade of the new millennium. From crashing the Lingerie Bowl after-party poolside in Hollywood, to making friends inside a Las Vegas limousine and getting bar-side in the underbelly of Tokyo, Tom does more deals in bars than boardrooms and takes readers with him as he parties with the big personalities of his industry. The view at times is hazy, but this is about the ride.  Business – it’s a trip…and this is a whole new kind of travel story. A raging, hilarious, anti-memoir, Flashbacks from the Flow Zone takes a whole new approach to the work trip, where the line between work and pleasure is forever blurred. I had awoken late that Manhattan morning, shattered, confused, and nursing a hangover born of the kind of bored, incessant drinking that has a habit of accompanying twenty-five-hour journeys, especially those involving three-hour transits through the absurdist morass that was the Tom Bradley terminal at Los Angeles International Airport. It was difficult to blame my alarm clock as I had neglected to set it, and in any event there was no time to point fingers. I was by that stage more than an hour late for the only meeting of moderate substance that I’d scheduled during a three-day stay in New York... ‘A no-holds-barred chronicle through some of the most interesting cities during some of the wildest years of the video game business.’ Henk Rogers, Tetris Company ‘A paean to well-earned hangovers, seventeen-hour international flights and the kindness of taxi drivers.’ Andrew P Street, Time Out
The Walkthrough offers a rare peek behind the curtain of the secretive video game industry from an unlikely perspective, that of a career strategy guide writer. For eighteen years, Doug Walsh was one of the most prolific authors of officially licensed video game strategy guides.

One part memoir and one part industry tell-all, The Walkthrough takes players on an entertaining march through gaming’s recent history, from the dawn of the PlayStation to the Xbox 360 and Nintendo Switch. Follow along as Walsh retraces his career and reveals how the books were made, what it was like writing guides to some of the industry’s most celebrated — and derided — titles, and why the biggest publishers of guidebooks are no longer around.

Walsh devotes entire chapters to many of gaming’s most popular franchises, including Tony Hawk’s Pro Skater, Gears of War, and Diablo, among others. From inauspicious beginnings with Daikatana to authoring the books for the entire Bioshock trilogy, with plenty of highs, lows, and Warp Pipes along the way, Walsh delivers a rare treat to twenty-first century gamers. The Walkthrough is sure to satisfy the curiosity of anyone who grew up with the works of BradyGames and Prima Games sprawled across their laps.

With over one hundred books to his credit, and countless weeks spent at many of the most famous studios in North America, he is uniquely qualified to give an insider’s perspective of a little-known niche within the multi-billion-dollar industry.

Museum learning is a vital component of the lifelong-learning process.

In this new edition of The Manual of Museum Learning, leading museum education professionals offer practical advice for creating successful learning experiences in museums and related institutions (such as galleries, zoos, and botanic gardens) that can attract and intrigue diverse audiences.

The original Manual of Museum Learning was published in 2007. The editors have totally rethought this new edition. This second edition focuses on the ways museum staffs (and the departments for which they work) can facilitate the experience in a way that capitalizes on their individual institutional strengths. The goal of this new edition is to provide museums with guidance in developing a strategic approach to their learning programs. There is a close connection between institution-wide strategic planning – where an institution decides what course and direction it will take for a five to seven-year period – and its approach to museum learning. One size does not fit all, and what each museum is (or aspires to be) will affect its individual approach.

Thus there are many routes for museums to take, many alternative ways for them to play this role. No one museum can be all things to all prospective learners; they will be better suited to some approaches than to others. This new edition identifies these approaches and enables museums to find the paths for which they are individually best suited, to help them identify their own unique approaches to facilitating museum learning. Each one’s mission and vision, its relationships with institutional and public stakeholders, local cultural and market factors, its individual collection and programmatic strengths, its financial position – all of these things matter. This second edition aims to help each museum find the right approach to learning for its unique situation by showing them the range of museum “personalities” in terms of their being learning institutions, what constitutes each type, and what the implications are of choosing one or another approach for a particular museum.

A major theme of the 2nd edition of The Manual of Museum Learning is museum as connector; the ways in which museums are facilitating self-directed learning by connecting people with resources. Not all will connect audiences with learning vehicles in the same way. If museum learning is affective learning, then it is the role of the museum to connect its visitors, program participants and others who benefit from its knowledge to the learning resources that best suit the institution’s strengths and matches them to the learning needs of the museum’s audiences. By connecting users to the resources they are most interested in, or which best suit each individual’s particular learning styles, museums are at their best when they empower individuals to design their own learning experience in ways that resonate best with each individual.
FROM THE AUTHOR OF THE BESTSELLING BIOGRAPHIES OF BENJAMIN FRANKLIN AND ALBERT EINSTEIN, THIS IS THE EXCLUSIVE BIOGRAPHY OF STEVE JOBS.

Based on more than forty interviews with Jobs conducted over two years—as well as interviews with more than a hundred family members, friends, adversaries, competitors, and colleagues—Walter Isaacson has written a riveting story of the roller-coaster life and searingly intense personality of a creative entrepreneur whose passion for perfection and ferocious drive revolutionized six industries: personal computers, animated movies, music, phones, tablet computing, and digital publishing.

At a time when America is seeking ways to sustain its innovative edge, and when societies around the world are trying to build digital-age economies, Jobs stands as the ultimate icon of inventiveness and applied imagination. He knew that the best way to create value in the twenty-first century was to connect creativity with technology. He built a company where leaps of the imagination were combined with remarkable feats of engineering.

Although Jobs cooperated with this book, he asked for no control over what was written nor even the right to read it before it was published. He put nothing off-limits. He encouraged the people he knew to speak honestly. And Jobs speaks candidly, sometimes brutally so, about the people he worked with and competed against. His friends, foes, and colleagues provide an unvarnished view of the passions, perfectionism, obsessions, artistry, devilry, and compulsion for control that shaped his approach to business and the innovative products that resulted.

Driven by demons, Jobs could drive those around him to fury and despair. But his personality and products were interrelated, just as Apple’s hardware and software tended to be, as if part of an integrated system. His tale is instructive and cautionary, filled with lessons about innovation, character, leadership, and values.
A NEW YORK TIMES BESTSELLER

The official book behind the Academy Award-winning film The Imitation Game, starring Benedict Cumberbatch and Keira Knightley

It is only a slight exaggeration to say that the British mathematician Alan Turing (1912-1954) saved the Allies from the Nazis, invented the computer and artificial intelligence, and anticipated gay liberation by decades--all before his suicide at age forty-one. This New York Times–bestselling biography of the founder of computer science, with a new preface by the author that addresses Turing's royal pardon in 2013, is the definitive account of an extraordinary mind and life.


Capturing both the inner and outer drama of Turing’s life, Andrew Hodges tells how Turing’s revolutionary idea of 1936--the concept of a universal machine--laid the foundation for the modern computer and how Turing brought the idea to practical realization in 1945 with his electronic design. The book also tells how this work was directly related to Turing’s leading role in breaking the German Enigma ciphers during World War II, a scientific triumph that was critical to Allied victory in the Atlantic. At the same time, this is the tragic account of a man who, despite his wartime service, was eventually arrested, stripped of his security clearance, and forced to undergo a humiliating treatment program--all for trying to live honestly in a society that defined homosexuality as a crime.


The inspiration for a major motion picture starring Benedict Cumberbatch and Keira Knightley, Alan Turing: The Enigma is a gripping story of mathematics, computers, cryptography, and homosexual persecution.

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