My Xbox One

My Xbox One PDF

Author: Bill Loguidice

Publisher: Que Publishing

Published: 2014-05-26

Total Pages: 320

ISBN-13: 0133539938

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My Xbox One Step-by-step instructions with callouts to colorful Xbox One images that show you exactly what to do Help when you run into problems with Xbox One, Kinect™, Xbox Live®, or SmartGlass Tips and Notes to help you get the most from your Xbox One system Full-color, step-by-step tasks show how to have maximum fun with your new Xbox One! Learn how to • Set up Xbox One, Kinect, and Xbox Live quickly–and start having fun now! • Personalize settings, gamertags, avatars, gamerpics… your whole Xbox One experience • Start your party, add chat, use built-in Skype, even make group video calls • Capture video of your best gameplay moments with Game DVR • Watch great video from practically anywhere: cable or satellite, DVD, Blu-ray, Netflix, Hulu Plus, Amazon Prime, and more • Play or stream all the music you love • Web surf with Xbox One’s supercharged version of Internet Explorer • Use SmartGlass to transform your iPhone, iPad, Android, or Windows 8 device into a second Xbox screen or remote control CATEGORY: Consumer Electronics COVERS: Xbox One USER LEVEL: Beginning-Intermediate

My Xbox One

My Xbox One PDF

Author: Bill Loguidice

Publisher: Pearson Education

Published: 2014

Total Pages: 320

ISBN-13: 078975195X

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My Xbox One Step-by-step instructions with callouts to colorful Xbox One images that show you exactly what to do Help when you run into problems with Xbox One, Kinect(tm), Xbox Live®, or SmartGlass Tips and Notes to help you get the most from your Xbox One system Full-color, step-by-step tasks show how to have maximum fun with your new Xbox One! Learn how to * Set up Xbox One, Kinect, and Xbox Live quickly-and start having fun now! * Personalize settings, gamertags, avatars, gamerpics... your whole Xbox One experience * Start your party, add chat, use built-in Skype, even make group video calls * Capture video of your best gameplay moments with Game DVR * Watch great video from practically anywhere: cable or satellite, DVD, Blu-ray, Netflix, Hulu Plus, Amazon Prime, and more * Play or stream all the music you love * Web surf with Xbox One's supercharged version of Internet Explorer * Use SmartGlass to transform your iPhone, iPad, Android, or Windows 8 device into a second Xbox screen or remote control CATEGORY: Consumer Electronics COVERS: Xbox One USER LEVEL: Beginning-Intermediate

Opening the XBox

Opening the XBox PDF

Author: Dean Takahashi

Publisher: Prima Lifestyles

Published: 2002

Total Pages: 400

ISBN-13:

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Is this new Microsoft venture just another experiment that, like WebTV, was launched to much fanfare but will be quickly forgotten? Or will it become the next Windows, finding its way into the homes and lives of millions of people around the world?".

Video Game Audio

Video Game Audio PDF

Author: Christopher Hopkins

Publisher: McFarland

Published: 2022-08-17

Total Pages: 256

ISBN-13: 1476674353

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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.

Gaming and the Divine

Gaming and the Divine PDF

Author: Frank G. Bosman

Publisher: Routledge

Published: 2019-03-28

Total Pages: 290

ISBN-13: 0429018681

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This book formulates a new theological approach to the study of religion in gaming. Video games have become one of the most important cultural artefacts of modern society, both as mediators of cultural, social, and religious values and in terms of commercial success. This has led to a significant increase in the critical analysis of this relatively new medium, but theology as an academic discipline is noticeably behind the other humanities on this subject. The book first covers the fundamentals of cultural theology and video games. It then moves on to set out a Christian systematic theology of gaming, focussing on creational theology, Christology, anthropology, evil, moral theology, and thanatology. Each chapter introduces case studies from video games connected to the specific theme. In contrast to many studies which focus on online multiplayer games, the examples considered are largely single player games with distinct narratives and ‘end of game’ moments. The book concludes by synthesising these themes into a new theology of video games. This study addresses a significant aspect of contemporary society that has yet to be discussed in any depth by theologians. It is, therefore, a fantastic resource for any scholar engaging with the religious aspects of digital and popular culture.

Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes] PDF

Author: Mark J. P. Wolf

Publisher: Bloomsbury Publishing USA

Published: 2021-05-24

Total Pages: 1173

ISBN-13:

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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.

The Video Games Textbook

The Video Games Textbook PDF

Author: Brian J. Wardyga

Publisher: CRC Press

Published: 2023-06-13

Total Pages: 751

ISBN-13: 1000868222

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The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes

Hacking the Xbox

Hacking the Xbox PDF

Author: Andrew Huang

Publisher: Penguin Random House LLC (No Starch)

Published: 2003

Total Pages: 292

ISBN-13: 9781593270292

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Provides step-by-step instructions on basic hacking techniques and reverse engineering skills along with information on Xbox security, hardware, and software.

Playing with the Guys

Playing with the Guys PDF

Author: Marc A. Ouellette

Publisher: McFarland

Published: 2021-06-08

Total Pages: 249

ISBN-13: 1476643490

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A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.

Transactions on Edutainment XVI

Transactions on Edutainment XVI PDF

Author: Zhigeng Pan

Publisher: Springer Nature

Published: 2020-04-11

Total Pages: 294

ISBN-13: 366261510X

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This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 27 papers presented in this issue were organized in topical sections named: e-learning and on-line apps; image and graphics; VR/AR; CV and AI; and animation and miscellaneous.