Silent Hill
Author | : Bernard Perron |
Publisher | : University of Michigan Press |
Total Pages | : 171 |
Release | : 2012-01-03 |
Genre | : Games & Activities |
ISBN | : 0472051628 |
The second entry in the Landmark Video Games series
PDF eBook Read Online Library
Author | : Bernard Perron |
Publisher | : University of Michigan Press |
Total Pages | : 171 |
Release | : 2012-01-03 |
Genre | : Games & Activities |
ISBN | : 0472051628 |
The second entry in the Landmark Video Games series
Author | : Scott Ciencin |
Publisher | : |
Total Pages | : 0 |
Release | : 2005 |
Genre | : Comic books, strips, etc |
ISBN | : 9781933239163 |
This blood-soaked volume collects IDW Publishing's three chilling one-shots based on Silent Hill, the smash-hit Konami videogame series. In "Among the Damned," a young, guilt-ridden soldier meets a doomed soul that will either change his life or end it. In "Paint It Black," a painter finds his dark muse in Silent Hill, until a group of cheerleaders arrive and the attacks begin. "The Grinning Man" tells the tale of the terrifying title character, who faces off against a State Trooper one day away from retirement.
Author | : Bernard Perron |
Publisher | : University of Michigan Press |
Total Pages | : 171 |
Release | : 2012-01-03 |
Genre | : Social Science |
ISBN | : 0472900331 |
Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games series from series editors Mark J. P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.
Author | : Kevin F. Steinmetz |
Publisher | : Taylor & Francis |
Total Pages | : 176 |
Release | : 2024-09-09 |
Genre | : Games & Activities |
ISBN | : 1040087639 |
Discussing the state of play in contemporary popular culture, specifically the role of crime and crime control in the video game medium, this book discusses the criminological importance of video games. Pulling together an international group of scholars from Brazil, Canada, Sweden, the United Kingdom, and the United States, this edited volume analyzes a wide range of noteworthy video games, including Bioshock, Death Stranding, Diablo 2, Beat Cop, The Last of Us, Disco Elysium, Red Dead Redemption, P.T., Spider-Man, Spider-Man: Miles Morales, Star Wars Jedi: Fallen Order, and Grand Theft Auto. The book thus seeks to advance dialog on video games as important cultural artifacts containing significant insights regarding dominant perceptions, interests, anxieties, contradictions, and other matters of criminological interest. Covering policing, vigilantism, different forms of violence, genocide, mental illness, and criminological theory, Video Games, Crime, and Control will be of great interest to students and scholars of Criminology, Media Studies, and Sociology, specifically those focusing on Game Studies and Cultural Criminology.
Author | : |
Publisher | : |
Total Pages | : 88 |
Release | : 2006-06 |
Genre | : |
ISBN | : |
GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
Author | : Wikipedia contributors |
Publisher | : e-artnow sro |
Total Pages | : 1087 |
Release | : |
Genre | : |
ISBN | : |
Author | : Matt Fox |
Publisher | : McFarland |
Total Pages | : 385 |
Release | : 2012-12-01 |
Genre | : Games & Activities |
ISBN | : 1476600678 |
The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.
Author | : Liz Greene |
Publisher | : Springer |
Total Pages | : 467 |
Release | : 2016-12-14 |
Genre | : Performing Arts |
ISBN | : 1137516801 |
This book bridges the existing gap between film sound and film music studies by bringing together scholars from both disciplines who challenge the constraints of their subject areas by thinking about integrated approaches to the soundtrack. As the boundaries between scoring and sound design in contemporary cinema have become increasingly blurred, both film music and film sound studies have responded by expanding their range of topics and the scope of their analysis beyond those traditionally addressed. The running theme of the book is the disintegration of boundaries, which permeates discussions about industry, labour, technology, aesthetics and audiovisual spectatorship. The collaborative nature of screen media is addressed not only in scholarly chapters but also through interviews with key practitioners that include sound recordists, sound designers, composers, orchestrators and music supervisors who honed their skills on films, TV programmes, video games, commercials and music videos.
Author | : Monica Evans |
Publisher | : BRILL |
Total Pages | : 160 |
Release | : 2020-04-14 |
Genre | : Social Science |
ISBN | : 1848880596 |
This volume was first published by Inter-Disciplinary Press in 2011. Videogame Studies: Concepts, Cultures, and Communication explores the ever-expanding field of game studies. Included in this volume is the research and insights of experts in multiple interdisciplinary fields, focused on the construction of new frameworks for understanding games as narrative artifacts, technological systems, cultural indicators, social communities, educators, and works of art. Games and game-structures permeate every aspect of our lives, and provide more than simple entertainment to the millions of players immersed and engaged in games on a daily basis. The sixteen authors in this volume provide new thoughts on the rapid expansion of both the game industry and game academia, and cover a wide range of topics, including the rise and fall of in-game communities; the place of digital versus analog games in current methodology; the particular relationship between player, avatar, and identity; the design of educational and serious games; the social structures, needs, and desires of social game players; the performance aspect of interactive media; and the economic consequences of game production. This collection aims to inspire further research in numerous areas of game studies, and is a valuable addition to the growing discourse of a rapidly evolving field of study.