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The World of Scary Video Games PDF Download

Are you looking for read ebook online? Search for your book and save it on your Kindle device, PC, phones or tablets. Download The World of Scary Video Games PDF full book. Access full book title The World of Scary Video Games by Bernard Perron. Download full books in PDF and EPUB format.

The World of Scary Video Games

The World of Scary Video Games PDF Author: Bernard Perron
Publisher: Bloomsbury Publishing USA
ISBN: 1501316222
Category : Mathematics
Languages : en
Pages : 488

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Book Description
As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.

The World of Scary Video Games

The World of Scary Video Games PDF Author: Bernard Perron
Publisher: Bloomsbury Publishing USA
ISBN: 1501316222
Category : Mathematics
Languages : en
Pages : 488

View

Book Description
As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games PDF Author: Andrei Nae
Publisher: Routledge
ISBN: 1000440656
Category : Games & Activities
Languages : en
Pages : 256

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Book Description
This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.

Videogames and Horror

Videogames and Horror PDF Author: Dawn Stobbart
Publisher: University of Wales Press
ISBN: 1786834375
Category : Games & Activities
Languages : en
Pages : 304

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Book Description
Videogames are full of horrors – and of horror, a facet of the media that has been largely overlooked by the academic community in terms of lengthy studies in the fast-growing field of videogame scholarship. This book engages with the research of prominent scholars across the humanities to explore the presence, role and function of horror in videogames, and in doing so it demonstrates how videogames enter discussion on horror and offer a unique, radical space that horror is particularly suited to fill. The topics covered include the construction of stories in videogames, the role of the monster and, of course, how death is treated as a learning tool and as a facet of horror.

Violence | Perception | Video Games

Violence | Perception | Video Games PDF Author: Federico Alvarez Igarzábal
Publisher: transcript Verlag
ISBN: 3839450519
Category : Social Science
Languages : en
Pages : 230

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Book Description
This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. The 2017 workshop - Perceiving Video Games - explored the video game medium by focusing on perception and meaning-making processes. The 2018 workshop - Reframing the Violence and Video Games Debate - transcended misleading claims that link video games and violent behavior by offering a range of fresh topical perspectives. From BA students to postdoctoral researchers, the young academics of this anthology stem from a spectrum of backgrounds, including game studies, game design, and phenomenology. This volume also features an entry by renowned psychologist Christopher J. Ferguson.

Fifty Key Video Games

Fifty Key Video Games PDF Author: Bernard Perron
Publisher: Taylor & Francis
ISBN: 1000596230
Category :
Languages : en
Pages :

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Book Description
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.

Women in Historical and Archaeological Video Games

Women in Historical and Archaeological Video Games PDF Author: Jane Draycott
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110724278
Category : History
Languages : en
Pages : 376

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Book Description
This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.

Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition [3 volumes]

Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition [3 volumes] PDF Author: Mark J. P. Wolf
Publisher: ABC-CLIO
ISBN: 1440870209
Category : Games & Activities
Languages : en
Pages : 1288

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Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games

Scream

Scream PDF Author: Margee Kerr
Publisher: Hachette UK
ISBN: 1610394836
Category : Psychology
Languages : en
Pages : 288

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Book Description
Shiver-inducing science not for the faint of heart. No one studies fear quite like Margee Kerr. A sociologist who moonlights at one of America's scariest and most popular haunted houses, she has seen grown men laugh, cry, and push their loved ones aside as they run away in terror. And she's kept careful notes on what triggers these responses and why. Fear is a universal human experience, but do we really understand it? If we're so terrified of monsters and serial killers, why do we flock to the theaters to see them? Why do people avoid thinking about death, but jump out of planes and swim with sharks? For Kerr, there was only one way to find out. In this eye-opening, adventurous book, she takes us on a tour of the world's scariest experiences: into an abandoned prison long after dark, hanging by a cord from the highest tower in the Western hemisphere, and deep into Japan's mysterious "suicide forest." She even goes on a ghost hunt with a group of paranormal adventurers. Along the way, Kerr shows us the surprising science from the newest studies of fear -- what it means, how it works, and what it can do for us. Full of entertaining science and the thrills of a good ghost story, this book will make you think, laugh -- and scream.

U.S. News & World Report

U.S. News & World Report PDF Author:
Publisher:
ISBN:
Category : United States
Languages : en
Pages :

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Book Description


Create a Safer World

Create a Safer World PDF Author: Southern Baptist Convention. Woman's Missionary Union
Publisher:
ISBN: 9781563092510
Category : Church and social problems
Languages : en
Pages : 200

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Book Description


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