Women in Gaming: 100 Professionals of Play

Women in Gaming: 100 Professionals of Play

Author: Meagan Marie

Publisher: Dorling Kindersley Ltd

ISBN: 9780241395066

Category: History

Page: 354

View: 635

Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.

Gamer Girls

Gamer Girls

Author: Mary Kenney

Publisher: Hachette UK

ISBN: 9780762474554

Category: Young Adult Nonfiction

Page: 160

View: 198

Discover the women behind the video games we love—the iconic games they created, the genres they invented, the studios and companies they built—and how they changed the industry forever. Women have always made video games, from the 1960s and the first-of-its-kind, projector-based Sumerian Game to the blockbuster Uncharted games that defined the early 2000s. Women have been behind the writing, design, scores, and engines that power one of the most influential industries out there. In Gamer Girls, now you can explore the stories of 25 of those women. Bursting with bold artwork, easy-to-read profiles, and real-life stories of the women working on games like Centipede, Final Fantasy, Halo, and more, this dynamic illustrated book shows what a huge role women have played—and will continue to play—in the creation of video games. With additional sidebars about other influential women in the industry, as well as a glossary and additional resources page, Gamer Girls offers a look into the work and lives of influential pixel queens such as: Roberta Williams (one of the creators of the adventure genre) Mabel Addis Mergardt (the first person to write a video game) Muriel Tramis (the French "knight" of video games) Keiko Erikawa (creator of the otome genre) Yoko Shimomura (composer for Street Fighter, Final Fantasy, and Kingdom Hearts) Rebecca Heineman (first national video game tournament champion) Danielle Bunten Berry (creator of M.U.L.E. and early advocate for multiplayer games) and more! Whether you’re a gamer girl who plays video games, a gamer girl who makes video games, or a parent raising a gamer girl, this entertaining, inspiring book will have you itching to pick up a controller or create your own video games!

Good Night Stories for Rebel Girls: 100 Real-Life Tales of Black Girl Magic

Good Night Stories for Rebel Girls: 100 Real-Life Tales of Black Girl Magic

Author: Rebel Girls

Publisher: Simon and Schuster

ISBN: 9781953424051

Category: Juvenile Nonfiction

Page: 481

View: 111

The latest installment in the New York Times bestselling Good Night Stories for Rebel Girls series, featuring 100 barrier-breaking Black women and girls who showcase the spirit of Black Girl Magic. Good Night Stories for Rebel Girls: 100 Real-Life Tales of Black Girl Magic, edited by award-winning journalist Lilly Workneh with a foreword by #BlackGirlMagic originator CaShawn Thompson, is dedicated to amplifying and celebrating the stories of Black women and girls from around the world; features the work of over 60 Black female and non-binary authors, illustrators, and editors; is designed to acknowledge, applaud, and amplify the incredible stories of Black women and girls from the past and present; and celebrates Black Girl Magic around the world. Amongst the women featured from over 30 countries are tennis player Naomi Osaka, astronaut Jeanette Epps, author Toni Morrison, filmmaker Ava DuVernay; aviator Bessie Coleman, Empress Taytu Betul, journalist Ida B. Wells, and many other inspiring leaders, champions, innovators, and creators. Good Night Stories for Rebel Girls: 100 Real-Life Tales of Black Girl Magic is the fourth volume of the New York Times bestselling Good Night Stories for Rebel Girls series which originally launched in 2016. Good Night Stories for Rebel Girls: 100 Real-Life Tales of Black Girl Magic is published by Rebel Girls, a global, multi-platform empowerment brand dedicated to helping raise the most inspired and confident global generation of girls through content, experiences, products, and community. About Black Girl Magic CaShawn Thompson, a proud third-generation native of Washington, DC, came up with the concept “Black Girls Are Magic” when she was a little girl growing up with her mother, grandmother, and aunts. It sprang forth fully formed from the mind of a poor little Black girl who didn’t yet have the words to describe the brilliance she saw in the women in her family, but had heard countless tales of fairies, witches, and magicians. It was just magic to her. And it still is. Black Girls Are Magic became wildly popular in 2013 after CaShawn began using the phrase online (it was later shortened to the hashtag #BlackGirlMagic) to uplift and praise the accomplishments, beauty, and other amazing qualities of Black women.

A History of Competitive Gaming

A History of Competitive Gaming

Author: Lu Zhouxiang

Publisher: Routledge

ISBN: 9781000588538

Category: History

Page: 320

View: 401

Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.

BioWare's Mass Effect

BioWare's Mass Effect

Author: Jerome Winter

Publisher: Springer Nature

ISBN: 9783031188763

Category: Social Science

Page: 99

View: 318

The videogame series Mass Effect is a remarkable rarity not only for being an original science-fictional franchise of recent vintage that has risen to such prominent commercial and critical success in popular culture but also for pushing the canonical boundaries of how science fiction as a genre will be experienced and understood in the future. This book analyzes the significance of the game for an understanding of the evolving SF genre and articulates an explanatory framework to limn its landmark reception in videogame history. This book both synthesizes the burgeoning body of scholarship on Mass Effect for a readership unfamiliar with either the game or the critical conversation on its salient importance, while simultaneously, for readers already invested in the science-fiction and videogame scholarship, mounting an extended inquiry as to why Mass Effect has served as such a representative milestone in videogame and genre history. The book should appeal to veteran science-fiction and videogame scholars and students as well as a wide variety of fans, consumers, gamers, and general readers.

Changing the Game

Changing the Game

Author: Lucy Chow

Publisher: Greenleaf Book Group

ISBN: 9781632995001

Category: Business & Economics

Page: 349

View: 323

The Future Is Now Video games are more than interactive entertainment; they are part of a multibillion-dollar industry you may have never heard of. Beyond the stereotypical isolated teenager, today’s players represent every demographic and every part of the world. Championship competitions in esports—complete with professional players, teams, and lucrative sponsorships—are often broadcast to audiences rivaling that of the Super Bowl. And the gaming industry is bursting with investment opportunities, emerging career paths, and innovation. Investment expert Lucy Chow has selected 34 essays from thought leaders in the gaming industry. These curated perspectives of the global network of game-changing esports insiders provide a back-stage pass to the impact and future of gaming. This diverse group of players, entrepreneurs, investors, and educators pull back the curtain, revealing the use of gaming in schools, the growing roles of women in the field, and innovative business opportunities. In building bridges among these, Chow welcomes you into a thriving community to discover a new opportunity for your own success.

Video Game Audio

Video Game Audio

Author: Christopher Hopkins

Publisher: McFarland

ISBN: 9781476646053

Category: Games & Activities

Page: 256

View: 250

From the one-bit beeps of Pong to the 3D audio of PlayStation 5, this book examines historical trends in video game sound and music. A range of game systems sold in North America, Europe and Japan are evaluated by their audio capabilities and industry competition. Technical fine points are explored, including synthesized v. sampled sound, pre-recorded v. dynamic audio, backward compatibility, discrete and multifunctional soundchips, storage media, audio programming documentation, and analog v. digital outputs. A timeline chronicles significant developments in video game sound for PC, NES, Dreamcast, Xbox, Wii, Game Boy, PSP, iOS and Android devices and many others.

Game Development Essentials: Game QA & Testing

Game Development Essentials: Game QA & Testing

Author: Luis Levy

Publisher: Cengage Learning

ISBN: 1435439473

Category: Design

Page: 320

View: 264

GAME DEVELOPMENT ESSENTIALS: GAME TESTING & QA explains the history of testing, basic and advanced techniques, educational background, and available online resources on testing. With GAME DEVELOPMENT ESSENTIALS: GAME TESTING & QA, dedicated gamers can learn what it takes to become a professional, well-paid QA or production testers entering the game industry from the front door. The authors envision a future where game testers are recognized as well-trained, elite professionals that play a crucial role in game development. GAME DEVELOPMENT ESSENTIALS: GAME TESTING & QA is a comprehensive guide to the mysterious game testing profession. Through first-hand experience and deep research, the authors shed light on the history of testing, basic and advanced techniques, job-hunting, and moving up in the ladder of game development. GAME DEVELOPMENT ESSENTIALS: GAME TESTING & QA is the first book of its kind, preparing would-be testers for an exciting career in the game industry. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.

Game Development Essentials

Game Development Essentials

Author: Kevin D. Saunders

Publisher: Delmar Thomson Learning

ISBN: STANFORD:36105123285624

Category: Computer games

Page: 310

View: 237

An introduction to the topic of user interface design, this text discusses player interface design conventions and looks at the effects of platform, genre, and design goals related to electronic games.

Game Development Essentials: Game Artificial Intelligence

Game Development Essentials: Game Artificial Intelligence

Author: John Ahlquist, Jr.


ISBN: STANFORD:36105123399037

Category: Art

Page: 334

View: 102

Written by experts with years of gaming industry experience developing today’s most popular games, Game Development Essentials: Game Artificial Intelligence provides an engaging introduction to real world game artificial intelligence techniques. With a clear, step-by-step approach, the book begins by covering artificial intelligence techniques that are relevant to the work of today’s developers. This technical detail is then expanded through descriptions of how these techniques are actually used in games, as well as the specific issues that arise when using them. With a straightforward writing style, this book offers a guide to game artificial intelligence that is clear, relevant, and updated to reflect the most current technology and trends in the industry. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.

Game Development Essentials

Game Development Essentials

Author: Jeannie Novak

Publisher: Delmar

ISBN: 1111307687

Category: Computer games

Page: 483

View: 483

GAME DEVELOPMENT ESSENTIALS: AN INTRODUCTION, International Edition is an authoritative, industry-driven introduction to the world of game development, with updates that keep readers current and well-prepared for a successful career in the field. This book not only examines content creation and the concepts behind development, but it also give readers a background on the evolution of game development and how it has become what it is today. GAME DEVELOPMENT ESSENTIALS also includes chapters on project management, development team roles and responsibilities, development cycle, marketing, maintenance, and the future of game development.With the same engaging writing style and examples that made the first two editions so popular, this new edition features all the latest games and game technology. Coverage of new game-related technology, development techniques, and the latest research in the field make this an invaluable resource for anyone entering the exciting, competitive, ever-changing world of game development.