GAMING THE WORLD

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Gaming The World

Author : Andrei S. Markovits
ISBN : 140083466X
Genre : Sports & Recreation
File Size : 82.19 MB
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Professional sports today have truly become a global force, a common language that anyone, regardless of their nationality, can understand. Yet sports also remain distinctly local, with regional teams and the fiercely loyal local fans that follow them. This book examines the twenty-first-century phenomenon of global sports, in which professional teams and their players have become agents of globalization while at the same time fostering deep-seated and antagonistic local allegiances and spawning new forms of cultural conflict and prejudice. Andrei Markovits and Lars Rensmann take readers into the exciting global sports scene, showing how soccer, football, baseball, basketball, and hockey have given rise to a collective identity among millions of predominantly male fans in the United States, Europe, and around the rest of the world. They trace how these global--and globalizing--sports emerged from local pastimes in America, Britain, and Canada over the course of the twentieth century, and how regionalism continues to exert its divisive influence in new and potentially explosive ways. Markovits and Rensmann explore the complex interplay between the global and the local in sports today, demonstrating how sports have opened new avenues for dialogue and shared interest internationally even as they reinforce old antagonisms and create new ones. Gaming the World reveals the pervasive influence of sports on our daily lives, making all of us citizens of an increasingly cosmopolitan world while affirming our local, regional, and national identities.
Category: Sports & Recreation

Computer Gaming World

Author :
ISBN : UCSD:31822035130327
Genre : Computer games
File Size : 40.21 MB
Format : PDF, Kindle
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Category: Computer games

Guinness World Records 2019

Author : Guinness World Records Ltd.
ISBN : 9783473554652
Genre : Juvenile Nonfiction
File Size : 88.36 MB
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- Mit Spannung erwartet: Guinness World Records 2019 - Neue atemberaubende Rekorde - Ideales Geschenk für Kinder ab 8 Jahren und die ganze Familie Der Bestseller unter den Rekord-Büchern ist zurück: Das Guinness Buch der Rekorde fasziniert seine Leser mit den besten neuen Rekorden und den beliebtesten Rekord-Klassikern. Die größte Sandburg, der längste Slackline-Gang über Wasser, der höchste Basketball-Wurf, der am häufigsten von Auge zu Auge gerollte Fußball, die beeindruckendsten LEGO®-Modelle, der lauteste Apfelbiss - den Ideen und Themen sind in diesem Buch keine Grenzen gesetzt. Verrückte Einfälle, unglaubliche Fakten und spektakuläres Fotomaterial bringen Kinder und Erwachsene zum Staunen, Schaudern, Gruseln und Lachen. Ein Weihnachtsgeschenk mit garantiertem Wow-Effekt! Technische Voraussetzungen: Der Titel ist optimiert für die Nutzung auf Tablet-Geräten (Kindle Fire, iPad und Android) und über die entsprechenden Apps auf dem Smartphone. Reguläre e-Ink-Reader sind für die Wiedergabe grundsätzlich ungeeignet.
Category: Juvenile Nonfiction

A World Of Excesses

Author : Faltin Karlsen
ISBN : 9781317186212
Genre : Social Science
File Size : 65.53 MB
Format : PDF, Mobi
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This book explores gaming culture, focusing on competent players and excessive use. Addressing the contested question of whether addiction is possible in relation to computer games - specifically online gaming - A World of Excesses demonstrates that excessive playing does not necessarily have detrimental effects, and that there are important contextual elements that influence what consequences playing has for the players. Based on new empirical studies, including in-depth interviews and virtual ethnography, and drawing on material from international game related sites, this book examines the reasons for which gaming can occupy such a central place in people's lives, to the point of excess. As such, it will be of interest to sociologists and psychologists working in the fields of cultural and media studies, the sociology of leisure, information technology and addiction.
Category: Social Science

Computer Gaming World S Why Won T This Game Work

Author : Denny Atkin
ISBN : 1566865808
Genre : Games
File Size : 21.51 MB
Format : PDF, Kindle
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Offers the chancto track down memory, sound, and video problems quickly so that the reader can experience glitch-free multiplayer gaming. Covers DOS, Windows 3.X, and Windows 95.
Category: Games

The Wild World Of Gaming Culture

Author : Arie Kaplan
ISBN : 9781512452143
Genre : Juvenile Nonfiction
File Size : 66.13 MB
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Just how dedicated can gamers be? Video games inspire people to write fan fiction, draw characters, and even dress up in costume to act out video game scenes. Read this book and dive into gaming culture. Whether you like to read comics, write stories, perform in plays, make music, create movies, or dress up in wacky outfits, video gaming culture has got something for everyone!
Category: Juvenile Nonfiction

This Gaming Life

Author : Jim Rossignol
ISBN : 9780472116355
Genre : Games
File Size : 86.39 MB
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Traveling to London, Seoul, and Reyjkavik, the topic of gaming and its effects on people around the world is discussed through a review of its impact on culture, technology, and education around the world.
Category: Games

Fun Inc Why Gaming Will Dominate The Twenty First Century

Author : Tom Chatfield
ISBN : 9781681770246
Genre : Games & Activities
File Size : 90.32 MB
Format : PDF
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“An ambitious overview of the videogaming industry, from its beginning to today’s immersive online games.”—Wall Street Journal Despite the recession, video games continue to break records—and command unprecedented amounts of media coverage. The U.S. is the world’s biggest video games market and manufacturer, with a market now worth over $20 billion annually in software and hardware sales—more than quadruple its size in the mid 1990s. World of Warcraft now boasts over 11 million players worldwide, and over $1 billion per year in revenues. Gaming is flourishing as a career and a creative industry as well. 254 U.S. colleges and universities in 37 states now offer courses and degrees in computer and video game design, programming and art. Video games are increasingly for everyone: 68% of American households now play computer or video games, while the average game player is 35 years old and has been playing games for twelve years. Against the popular image, too, 43% of online U.S. game players are female. The U.S. military alone now spends around $6 billion a year on virtual and simulated training programs, based around video games and virtual worlds. The budgets for developing the biggest games can now top the $100 million mark and are snapping up some of the biggest names in film—from Stephen Spielberg to Peter Jackson.
Category: Games & Activities

Ethics In The Virtual World

Author : Garry Young
ISBN : 9781317547235
Genre : Philosophy
File Size : 49.80 MB
Format : PDF
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Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily good or bad. The book raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture: should virtual enactments warrant moral interest? Should there be a limit to what can be enacted or represented within these games? Or, is it all just a game?
Category: Philosophy

Gaming Technology

Author : Chris Oxlade
ISBN : 9780237540760
Genre : Juvenile Nonfiction
File Size : 60.64 MB
Format : PDF, Mobi
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Gaming Technology explores the very latest developments in gaming technology and looks forward to possible advances that will enhance our gaming experience. It looks at the electronics behind games and their platforms, developments in graphics and sound, and ways in which we may play games in the future, for example virtual reality. New Technology is an exciting, up-to-date look at new technology and the effect it is having on the world. Each title looks forward to likely future technological advances that will affect our everyday lives.
Category: Juvenile Nonfiction