The Arts and the Creation of Mind


Elliot W. Eisner - 2002
    Offering a rich array of examples, he describes different approaches to the teaching of the arts and shows how these refine forms of thinking that are valuable in dealing with our daily life“Not since John Dewey has an American author written about art, education, and the creation of mind with such power and sensitivity.”—Michael Day, International Journal of Arts Education“A primer for the future. . . . This book will serve as an inspiration for those needing the language to convince policy makers and curriculum developers of the value of the arts in education, while also serving as a vehicle for illustrating the educational aspirations the very best education can offer.”—Rita L. Irwin, Journal of Critical Inquiry Into Curriculum and Instruction“[Eisner] has composed a text that is as insightful and inspirational as the educational research he envisions.”—James G. Henderson, International Journal of Education & the Arts

Critical Path: How to Review Videogames for a Living


Dan Amrich - 2012
    This includes how to write compelling reviews, how to pitch yourself as a writer, how to tackle some tricky ethical quandaries, and yes, even how to get free games. Based on Dan Amrich’s own experience as a game journalist for more than 15 years, it’s advice that can serve you for your entire career, from press start to game over.

The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories


Frank Rose - 2011
    Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.

Amano: The Collected Art of Vampire Hunter D


Hideyuki Kikuchi - 2007
    Following on the heels of the highly successful retrospective Coffin, Dark Horse Books is pleased to present a new collection of paintings, line-art illustrations, and photography by internationally renowned artist and Vampire Hunter D character designer Yoshitaka Amano. This collection also includes a short story, "A Village in Fog" by Vampire Hunter D creator Hideyuki Kikuchi, unavailable elsewhere.

10-Minute Watercolours (Collins Gem)


Hazel Soan - 2005
    It shows watercolour painters of all levels how to loosen up their paintings and maintain spontaneity by painting simple watercolour studies in no more than 10 minutes.Written by popular artist Hazel Soan, the book is arranged in three parts: the first section explains all about the equipment you will need; the second section covers techniques and shows what can be achieved with watercolour in a short time span; the third section looks at various subjects that are ideal for painting quickly.All the essential techniques are covered, focusing particularly on maximizing brushstrokes and exploring colours, and there is useful advice on deciding what to include and what to leave out. With helpful chapters on painting a wide range of subjects – people, landscapes, seascapes, buildings, gardens, flowers and still life – this little guide is ideal for quick reference when working in the studio or out in the field.

Level Up!: The Guide to Great Video Game Design


Scott Rogers - 2010
    Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!

Halo Encyclopedia: The Definitive Guide to the Halo Universe


Tobias S. Buckell - 2009
    Learn about the origins of the game, its place in gaming history, the mechanics behind it, and--of course--EVERYTHING about weapons, villains, heroes, vehicles, locations, and more.

Who I Am and What I Want


David Shrigley - 2003
    In this mock autobiographical collection his mischievous drawings capture life's anxieties and ambitions from the mundane to the surreal. Here, at last, is The Truth about beer, doctors, shadow puppets, lunch, dolphins, boredom, and supernatural forces. Seductively strange and addictively amusing, this edgy little book welcomes the uninitiated and rewards the faithful.

The Art of Goosebumps


Sarah Rodriguez - 2021
    At that time, four books in the line were being market-tested by the publisher to see how young readers would react to R.L. Stine's particular brand of humor-tinged horror. One element that was sure to catch the attention of little eyes everywhere was striking cover art, and, boy, did they find it!The imagery provided by the covers of the Goosebumps series is part and parcel to the 90s Kid zeitgeist, helping to create a visual brand for R.L. Stine's smash-hit horror series. The covers helped set the tone for the numerous adaptations of the series, including a television series, a theatre experience, and, more recently, blockbuster films!

Press Reset: Ruin and Recovery in the Video Game Industry


Jason Schreier - 2021
    In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games -- Bioshock Infinite, Epic Mickey, Dead Space, and more -- on to the shocking closures of the studios that made them, PRESS RESET tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games -- and whether the business of making games can change before it's too late.

Persuasive Games: The Expressive Power of Videogames


Ian Bogost - 2007
    In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

Understanding Video Games: The Essential Introduction


Simon Egenfeldt-Nielsen - 2007
    This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence.Throughout the book, the authors ask readers to consider larger questions about the medium:what defines a video game? who plays games? why do we play games? how do games affect the player?Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/978041597...) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.

This is esports (and How to Spell it): An Insider’s Guide to the World of Pro Gaming


Paul "ReDeYe" Chaloner - 2020
    Paul "Redeye" Chaloner is quite simply a legend of the esports scene. And now, he will use all his years of experience to write the definitive book on the modern world of esports. What is it? What is life like in an esports team? Just how much corruption and cheating goes on behind it all? And what's it like to stand in front of thousands of people, broadcasting to millions over the world, as one team sits on the brink of earning millions? "Redeye" will reveal all.What is competitive gaming, and where did it come from? What makes it so exciting? The bitter esports team and country rivalries, the scandals, the money, the last-minute Hail Mary plays; it's all here, brought to you with the trademark wit--and access--of the industry's most respected and experienced broadcaster. He'll even tell you how to spell it. This is the world of esports according to its most famous presenter.

First Person: New Media as Story, Performance, and Game


Noah Wardrip-Fruin - 2004
    Yet it is widely believed that the market for electronic literature--predicted by some to be the future of the written word--languishes. Even bestselling author Stephen King achieved disappointing results with his online publication of Riding the Bullet and The Plant.Isn't it possible, though, that many hugely successful computer games--those that depend on or at least utilize storytelling conventions of narrative, character, and theme--can be seen as examples of electronic literature? And isn't it likely that the truly significant new forms of electronic literature will prove to be (like games) so deeply interactive and procedural that it would be impossible to present them as paper-like e-books? The editors of First Person have gathered a remarkably diverse group of new media theorists and practitioners to consider the relationship between story and game, as well as the new kinds of artistic creation (literary, performative, playful) that have become possible in the digital environment.This landmark collection is organized as a series of discussions among creators and theorists; each section includes three presentations, with each presentation followed by two responses. Topics considered range from Cyberdrama to Ludology (the study of games), to The Pixel/The Line to Beyond Chat. The conversational structure inspired contributors to revise, update, and expand their presentations as they prepared them for the book, and the panel discussions have overflowed into a First Person web site (created in conjunction with the online journal Electronic Book Review).

The Hallowed Seam


James Jean - 2009
    From beautiful figure drawings to experimental paintings, Jean demonstrates a keen eye for humanity and a virtuosic handling of any medium.