fantasy freaks and gaming geeks

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Fantasy Freaks And Gaming Geeks

Author : Ethan Gilsdorf
ISBN : 9780762766789
Genre : Social Science
File Size : 71. 89 MB
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An amazing journey through the thriving worlds of fantasy and gaming What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty-year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds—from Boston to New Zealand, and Planet Earth to the realm of Aggramar. “For anyone who has ever spent time within imaginary realms, the book will speak volumes. For those who have not, it will educate and enlighten.” — “Gandalf's got nothing on Ethan Gilsdorf, except for maybe the monster white beard. In his new book, Fantasy Freaks and Gaming Geeks, Gilsdorf . . . offers an epic quest for reality within a realm of magic.” —Boston Globe “Imagine this: Lord of the Rings meets Jack Kerouac's On the Road.” —National Public Radio's “Around and About” “What does it mean to be a geek? . . . Fantasy Freaks and Gaming Geeks tackles that question with strength and dexterity. . . . part personal odyssey, part medieval mid-life crisis, and part wide-ranging survey of all things freaky and geeky . . . playful . . . funny and poignant. . . . It's a fun ride and it poses a question that goes to the very heart of fantasy, namely: What does the urge to become someone else tell us about ourselves?” —Huffington Post

Dangerous Games

Author : Joseph P. Laycock
ISBN : 9780520284920
Genre : Religion
File Size : 24. 25 MB
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The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included representatives from the Christian Right, the field of psychology, and law enforcement claimed that these games were not only psychologically dangerous but an occult religion masquerading as a game. Dangerous Games explores both the history and the sociological significance of this panic. Fantasy role-playing games do share several functions in common with religion. However, religion—as a socially constructed world of shared meaning—can also be compared to a fantasy role-playing game. In fact, the claims of the moral entrepreneurs, in which they presented themselves as heroes battling a dark conspiracy, often resembled the very games of imagination they condemned as evil. By attacking the imagination, they preserved the taken-for-granted status of their own socially constructed reality. Interpreted in this way, the panic over fantasy-role playing games yields new insights about how humans play and together construct and maintain meaningful worlds. Laycock’s clear and accessible writing ensures that Dangerous Games will be required reading for those with an interest in religion, popular culture, and social behavior, both in the classroom and beyond.

The Role Playing Society

Author : Andrew Byers
ISBN : 9780786498833
Genre : Games
File Size : 89. 69 MB
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Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose origins, characteristics, cultures and player experiences have been well explored. Yet there has been little attention devoted to the meaningful ways RPGs have shaped society at large over the last four decades. RPGs were influential on video game design and have been widely represented in film, television and other media. They have made their mark on other areas of society, as well, including education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for "serious" RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.

As If

Author : Michael Saler
ISBN : 9780199887804
Genre : Literary Criticism
File Size : 78. 2 MB
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Many people throughout the world "inhabit" imaginary worlds communally and persistently, parsing Harry Potter and exploring online universes. These activities might seem irresponsibly escapist, but history tells another story. Beginning in the late nineteenth century, when Sherlock Holmes became the world's first "virtual reality" character, readers began to colonize imaginary worlds, debating serious issues and viewing reality in provisional, "as if" terms rather than through essentialist, "just so" perspectives. From Lovecraft's Cthulhu Mythos and Tolkien's Middle-earth to the World of Warcraft and Second Life, As If provides a cultural history that reveals how we can remain enchanted but not deluded in an age where fantasy and reality increasingly intertwine.

Talking Book Topics

Author :
ISBN : OSU:32435087132197
Genre : Talking books
File Size : 89. 29 MB
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Digital Talking Books Plus

Author :
ISBN : OSU:32435085383909
Genre : Talking books
File Size : 50. 46 MB
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Books About Video Games

Author : Source Wikipedia
ISBN : 1155162374
Genre :
File Size : 26. 47 MB
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Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Commentary (books not included). Pages: 31. Chapters: 1001 Video Games You Must Play Before You Die, 21st Century Game Design, Andrew Rollings and Ernest Adams on Game Design, A Theory of Fun for Game Design, Bits, Sticks, and Buttons., Blue Wizard Is About To Die!, Chris Crawford on Game Design, Designing Virtual Worlds, Everything Bad Is Good for You, Extra Lives: Why Video Games Matter, Fantasy Freaks and Gaming Geeks, Frog Trainer's Handbook, From Sun Tzu to Xbox, Fun Inc, Game Design: From Blue Sky to Green Light, Game Design: Theory and Practice, Game Design Workshop, Game Over (book), Grand Theft Childhood, Halcyon Days (book), Half-Life 2: Raising the Bar, High Score!: The Illustrated History of Electronic Games, Ken Uston's Guide to Buying and Beating the Home Video Games, List of books about video games, List of novels based on video games, Masters of Doom, Nintendo Player's Guide, Phoenix: The Fall & Rise of Videogames, Power-Up: How Japanese Video Games Gave the World an Extra Life, Racing the Beam: The Atari Video Computer System, Rogue Leaders: The Story of LucasArts, Rules of Play, SMARTBOMB: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution, The Art of Computer Game Design, The Book of Games Volume 1, The Book of Games Volume 2, The King's Quest Companion, Trigger Happy (book), Video Game Bible, What to Do After You Hit Return or P.C.C.'s First Book of Computer Games. Excerpt: The following is a list of books on computer and video games, which range from development, theory, history, to art books. See also: List of books based on computer and video games. 8 Bits of Wisdom: Video Game Lessons for Real Life's Endbosses(ISBN 978-1466328860) by Andy SchindlerAndrew Rollings and Ernest Adams on Game Design(ISBN 1-59273-001-9) by Andrew Rollings, Ernest W. Adams.The Art of Computer Game Design(ISBN 0-88134-117-7) by Chris Crawford is attributed by Wolf & Perron in The Video Game Theory Reader as being the first book devoted to the theory of video games. It was originally published in Berkeley, California by McGraw-Hill/Osborne Media in 1984. The original edition is now out-of-print but available for free download from a site maintained by Washington State University, Vancouver.Character Development and Storytelling for Games(ISBN 1-59200-353-2) by Lee Sheldon. This book is part of the Game Development Series.The Art of Gaming and Cloning(ISBN 1-69999-353-2) by Brandy Manda. This book is part of the Skills to Go Series.Chris Crawford on Interactive Storytelling(ISBN 0-321-27890-9) by Chris Crawford.Creating Emotion in Games: The Craft and Art of Emotioneering(ISBN 1-59273-007-8) by David Freeman.Designing Virtual Worlds(ISBN 0-1310-1816-7) by Richard Bartle. Definitive work on MMO/virtual world development.Developing Online Games: An Insider's Guide(ISBN 1-59273-000-0) by Jessica Mulligan, Bridgette Patrovsky.Digital Gameplay: Essays on the Nexus of Game and Gamer(ISBN 0-7864-2292-0) edited by Nate Garrelts.Expressive Processing: Digital Fictions, Computer Games, and Software Studies(ISBN 978-0262013437) by Noah Wardrip-Fruin, Assistant Professor at University of California, Santa Cruz.Extra Lives: Why Video Games Matter(ISBN 978-0-307-37870-5) by Tom BissellFun Inc.: why games are the 21st century's most serious business(ISBN 0-7535-1985-2) written by Tom Chatfield. A cultural and intellectual exploration of the multiple roles played by games i

Freaks Geeks And Strange Girls

Author : Randy Johnson
ISBN : 086719622X
Genre : Art
File Size : 80. 97 MB
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This is a colourful history of the carnival sideshow and its distinctive banner art. With one hundred colour photographs, the book lovingly surveys this now vanished icon of early rural America, counterpointing classic freak show art with contemporary interpretations. Fifty archival black-and-white photos of sideshows provide a historical context for the banner illustrations.

Gamer Girl

Author : Marianne Mancusi
ISBN : 0525479953
Genre : Juvenile Fiction
File Size : 61. 41 MB
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Struggling to fit in after her parents' divorce sends her from Boston to her grandmother's house in the country, sixteen-year-old Maddy forms a manga club at school and falls in love through an online fantasy game.

Bloomberg Businessweek

Author :
ISBN : UVA:X006112022
Genre : Business
File Size : 39. 67 MB
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