From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds.
While board games can appear almost primitive in the digital age, eurogames--also known as German-style board games--have increased in popularity nearly concurrently with the rise of video games.
A common misconception is that professors who use popular culture and fantasy in the classroom have abandoned the classics, yet in a variety of contexts--high school, college freshman composition, senior seminars, literature, computer science, philosophy and politics--fantasy materials can expand and enrich an established curriculum.
Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "e;big idea"e; is all that is needed to get started.
Unlike traditional animation techniques that use specialized 3D animation software, machinima--a term derived from the words "e;machine"e; and "e;cinema"e;--records the action in real-time interactive 3D environments, such as those found in video games, to create a cinematic production.
Despite the rise of computer gaming, millions of adults still play face to face role playing games, which rely in part on social interaction to create stories.
This comprehensive chronological reference work lists the results of men's chess competitions all over the world--individual and team matches, 1956 through 1960.
This comprehensive chronological reference work lists the results of men's chess competitions all over the world--individual and team matches, from 1951 through 1955--with sources.
This study takes an analytical approach to the world of role-playing games, providing a theoretical framework for understanding their psychological and sociological functions.
Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves.
In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "e;survival"e; themes.
Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris).
But never underestimate the powers of the pawn who can promote into a queen and put a kingdom on, or moving humbly up the board, killing on the side, outpriest the priest, and leave the knight without a horse to ride, and trip the elevated rook to bring it crashing down, and nudge the misanthropic queen into oblivion, and stop before great Caesar's throne, a tiny regicide, and watch a cornered monarch fall, and ponder how he died.
From the day in 1854 when James Perrott placed a bottle for visitors' cards on a moor in Dartmoor, England, to the feature article in a 1998 issue of Smithsonian introducing the sport to a U.
If you're planning on reading this very very very very very very very silly book of jokes, there are some things you're going to need:Spare pants In case you wet yoursNeedle and thread In case you split your sidesLarge box In case you laugh your head off (you'll still want to keep it, right?