PWR 1CA: The Rhetoric of Gaming: Background and reference sources
A library research guide for PWR 1CA: The Rhetoric of Gaming. Spring 2020. Alfano, C.
Online background and reference sources
Becoming a Video Game Designer by Daniel Noah Halpern
Publication Date: 2020A revealing guide to a career as a video game designer written by acclaimed journalist Daniel Noah Halpern and based on the real-life experiences of legendary designer Tom Cadwell of Riot GamesGamers at Work by Morgan Ramsay
Call Number: e-bookPublication Date: 2012Gamers at Work presents an inside look at how 18 industry leaders play the odds, seize opportunities, and transform small businesses into great businesses. Here, in Gamers at Work, you will find their stories replete with their personal struggles, corporate intrigue, and insights into strategy, leadership, and management. Gamers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who played the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startupThe Oxford Handbook of Virtuality by Mark Grimshaw (Editor)
Call Number: e-bookPublication Date: 2014The almost 50 essays contained within range freely across subjects that include the potential of virtuality, ethics, virtuality and self, presence and immersion, virtual emotions, image, sound and literature, computer games, AI and A-Life, Augmented Reality and Real Virtuality, law and economics, medical and military applications, religion, and cybersex.Throughout, contributors discuss differences between virtuality, reality, and actuality, in debates filtered through the lenses of the disciplines represented here, and speculate on future directions. It is not at all clear that there are differences and, if such distinctions are to be found, the boundaries between virtuality, reality, and actuality continually shift as ideas, modes of organization, and behaviors constantly flow from one to the other regardless of directionPlay Nice by Jason Schreier
Publication Date: 2024For video game fans, the name Blizzard Entertainment was once synonymous with perfection. The renowned company behind classics like Diablo and World of Warcraft was known to celebrate the joy of gaming over all else. What was once two UCLA students' simple mission -- to make games they wanted to play -- launched an empire with thousands of employees, millions of fans, and billions of dollars. But when Blizzard cancelled a buzzy project in 2013, it gave Bobby Kotick, the infamous CEO of corporate parent Activision, the excuse he needed to start cracking down on Blizzard's proud autonomy. Activision began invading Blizzard from the inside. Glitchy products, PR disasters, mass layoffs, and a staggering lawsuit marred the company's reputation and led to its ultimate reckoning. Based on firsthand interviews with more than 300 current and former employees, Play Nice chronicles the creativity, frustration, beauty, and betrayal across the epic 33-year saga of Blizzard Entertainment, showing us what it really means to "bleed Blizzard blue."Video Games and Gaming Culture by Mark J. P. Wolf (Editor)
Publication Date: 2016major new reference resource from Routledge's Critical Concepts in Media and Cultural Studies series offers a multi-dimensional overview of games and gaming culture and brings together in four volumes the very best foundational and cutting-edge scholarship.
- Last Updated: Dec 19, 2024 4:01 PM
- URL: https://guides.library.stanford.edu/Rhetoric_of_gaming
- Print Page