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Pro Tools 10 for Game Audio

With a basic understanding of Pro Tools, and the information in this book, you will be on your way to joining the exciting world of producing game audio. PRO TOOLS 10 FOR GAME AUDIO covers the world of Pro Tools audio production in the gaming environment. In this book, you will be guided, step-by-step, through eight different components of game audio, including music, dialog, and sound effects. You'll also cover using Pro Tools to cr...

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The Complete Idiot's Guide to Chess (2nd edition)

Confused by esoteric chess terms like castling, forking, and making Luft? Can't tell whether you've got your opponent in check or checkmate? This book will tell you everything you need to know to become a budding Kasparov, from the names of pieces and their movements to tactics and strategies, from advanced maneuvers to setting up chess tournaments and clubs where you can test your skills. Also covered: a history of chess, from its b...

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The Rhetoric of Videogames as Embodied Practice

The Rhetoric of Videogames as Embodied Practice offers a critical reassessment of embodiment and materiality in rhetorical considerations of videogames. Holmes argues that rhetorical and philosophical conceptions of "habit" offer a critical resource for describing the interplay between thinking (writing and rhetoric) and embodiment. The book demonstrates how Aristotle's understanding of character (ethos), habit (hexis), and nature (p...

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Punk Playthings: Provocations for 21st Century Game Makers

Punk Playthings is an antidote to complacency and orthodoxy. Packed with probes and provocations that explore game making through fresh lenses for uncertain times, it challenges gaming monoculture by constructing a trading space for ideas and learning from across domains and cultures. Punk Playthings has zero respect for boundaries between mediums, industries, sectors, specialisms or disciplines. Instead, it challenges you to expand ...

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Protecting Games

Security measures are a critical piece of the game development process because they not only affect the player's ability to safely access and enjoy a game but a publisher's ability to profit from it. Protecting Games: A Security Handbook for Game Developers and Publishers provides IT and game security professionals with the solutions and tools they need to solve numerous game security problems, and an understanding of security princi...

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Classic Home Video Games, 1985-1988

A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for ev...

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Well Played 3.0: Video Games, Value And Meaning

Following on Well Played 1.0 and 2.0, this book will also be full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors will analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create fulfilling a playing experience unique to this medium. Contributors will again be look...

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Garry Kasparov on Modern Chess, Part 4

Between 1984 and 1990 Garry Kasparov and Anatoly Karpov contested five long matches for the World Championship. This fourth volume of the series 'Garry Kasparov on Modern Chess' concentrates on all the games played between the two from 1988 to the present day and features their fifth World Championship match played in New York and Lyon 1990. The period after 1990 was also a fascinating one in the chess world as it witnessed the emerg...

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Winter is Coming

Game of Thrones is a phenomenon. As Carolyne Larrington reveals in this essential companion to George R R Martin’s fantasy novels and the HBO mega-hit series based on them the show is the epitome of water-cooler TV. It is the subject of intense debate in national newspapers and by bloggers and cultural commentators contesting the series’ startling portrayals of power, sex and gender. Yet no book has divulged how George R R Martin con...

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stories in between: narratives and mediums @ play

stories in between: narratives and mediums @ play is a unique text exploring the interplay between stories and media. The discussion focuses around the Myst narrative as it moves across media from games to books to comics to games. Along the way, the text also discusses the Sandman comics, and the hypermedia of Ultima Online and MitterNachtSpiel. This text was created hypertextually to exist online as a website with an inter-related ...