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  • The Knights Templar in Popular Culture : Films, Video Games and Fan Tourism
    The Knights Templar in Popular Culture : Films, Video Games and Fan Tourism

    From the Arthurian epic poem Parzival to Dan Brown's The Da Vinci Code, Indiana Jones and the Last Crusade, and the Assassin's Creed video game series, the Knights Templar have captivated artists and audiences alike for centuries.In modern times, the Templars have featured in many narrative contexts, evolving in a range of contrasting story roles: the grail guardian, the heroic knight, the villainous knight, and the keeper of conspiracies.This study explores why these gone but not forgotten warrior monks remain prominent in popular culture, how history influenced the myth, and how the myth has influenced literature, film and video games.

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  • The Privilege of Play : A History of Hobby Games, Race, and Geek Culture
    The Privilege of Play : A History of Hobby Games, Race, and Geek Culture

    The story of white masculinity in geek culture through a history of hobby gamingGeek culture has never been more mainstream than it is now, with the ever-increasing popularity of events like Comic Con, transmedia franchising of the Marvel Cinematic Universe, market dominance of video and computer games, and the resurgence of board games such as Settlers of Catan and role-playing games like Dungeons & Dragons.Yet even while the comic book and hobby shops where the above are consumed today are seeing an influx of BIPOC gamers, they remain overwhelmingly white, male, and heterosexual.The Privilege of Play contends that in order to understand geek identity’s exclusionary tendencies, we need to know the history of the overwhelmingly white communities of tabletop gaming hobbyists that preceded it.It begins by looking at how the privileged networks of model railroad hobbyists in the early twentieth century laid a cultural foundation for the scenes that would grow up around war games, role-playing games, and board games in the decades ahead.These early networks of hobbyists were able to thrive because of how their leisure interests and professional ambitions overlapped.Yet despite the personal and professional strides made by individuals in these networks, the networks themselves remained cloistered and homogeneous—the secret playgrounds of white men.Aaron Trammell catalogs how gaming clubs composed of lonely white men living in segregated suburbia in the sixties, seventies and eighties developed strong networks through hobbyist publications and eventually broke into the mainstream.He shows us how early hobbyists considered themselves outsiders, and how the denial of white male privilege they established continues to define the socio-technical space of geek culture today.By considering the historical role of hobbyists in the development of computer technology, game design, and popular media, The Privilege of Play charts a path toward understanding the deeply rooted structural obstacles that have stymied a more inclusive community.The Privilege of Play concludes by considering how digital technology has created the conditions for a new and more diverse generation of geeks to take center stage.

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  • The History of Video Games
    The History of Video Games

    This book is a potted history of video games, telling all the rollercoaster stories of this fascinating young industry that's now twice as big globally than the film and music industries combined.Each chapter explores the history of video games through a different lens, giving a uniquely well-rounded overview. Packed with pictures and stats, this book is for video gamers nostalgic for the good old days of gaming, and young gamers curious about how it all began.If you've ever enjoyed a video game, or you just want to see what all the fuss is about, this book is for you. There are stories about the experimental games of the 1950s and 1960s; the advent of home gaming in the 1970s; the explosion - and implosion - of arcade gaming in the 1980s; the console wars of the 1990s; the growth of online and mobile games in the 2000s; and we get right up to date with the 2010s, including such cultural phenomena as twitch.tv, the Gamergate scandal, and Fortnite. But rather than telling the whole story from beginning to end, each chapter covers the history of video games from a different angle: platforms and technology, people and personalities, companies and capitalism, gender and representation, culture, community, and finally the games themselves.

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  • Seven Games : A Human History
    Seven Games : A Human History

    Checkers, backgammon, chess and Go. Poker, Scrabble and bridge. These seven games, ancient and modern, fascinate millions of people worldwide.In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across fourty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism” and an IBM engineer who created a backgammon programme so capable at self-learning that NASA used it on the space shuttle.He delves into the history and lore of each game: backgammon boards in ancient Egypt; the Indian origins of chess; how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul.He introduces an early philosopher of games, the aptly named Bernard Suits and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programmes better than any human player and what that means for the games—and for us.Funny, fascinating and profound, Seven Games is a story of obsession, psychology, history and how play makes us human.

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  • What are history bread games?

    History bread games are educational games that use bread-making as a way to teach players about historical events, cultures, and traditions. These games often incorporate historical recipes, ingredients, and techniques to provide a hands-on learning experience. Players can learn about different time periods and cultures while also enjoying the process of making and baking bread. History bread games are a fun and interactive way to engage with history and culinary traditions.

  • How can one buy games with the Culture Pass?

    To buy games with the Culture Pass, you can use the credits that come with your pass to purchase games from participating retailers or online platforms. Simply present your Culture Pass at the point of purchase and use the credits to pay for the games. Some retailers may also allow you to use the pass to get discounts on games or special offers. Make sure to check the terms and conditions of the Culture Pass to see which retailers and platforms are eligible for game purchases.

  • How can you trade Pokémon between the games Sun and Moon?

    To trade Pokémon between the games Sun and Moon, you will need two Nintendo 3DS systems and a stable internet connection. First, access the Festival Plaza in both games and connect to the internet. Then, initiate a trade with the other player by selecting their avatar in the Festival Plaza. Finally, choose the Pokémon you want to trade and confirm the trade to complete the process.

  • What are electricity and high culture history?

    Electricity history refers to the development and use of electricity as a form of energy, including the discovery of electricity, the invention of electric devices, and the establishment of electrical systems. High culture history, on the other hand, refers to the history of cultural and artistic achievements that are considered to be of high quality and sophistication, such as classical music, literature, fine arts, and theater. Both electricity and high culture history have evolved over time, shaping the way we live and appreciate the world around us.

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  • Video Games : A Graphic History
    Video Games : A Graphic History


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  • World History of Highland Games
    World History of Highland Games

    Highland Games expert Webster charts the history of the events which have been a defining feature of Scotland's identity for centuries.Uncovering the true origins behind today's traditions, Webster details the development of the gatherings from ancient Celtic roots to current international status.He examines the tradition's influence in the global sporting arena, and how Highland Games attracted mass appeal and participation long before the advent of the modern Olympics.Complemented by archival prints, lavish illustrations and beautiful photographs, this deluxe paperback book will delight anyone interested in the history and development of Highland Games around the world.

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  • Playing Place : Board Games, Popular Culture, Space
    Playing Place : Board Games, Popular Culture, Space

    An essay collection exploring the board game’s relationship to the built environment, revealing the unexpected ways that play reflects perceptions of space. Board games harness the creation of entirely new worlds.From the medieval warlord to the modern urban planner, players are permitted to inhabit a staggering variety of roles and are prompted to incorporate preexisting notions of placemaking into their decisions.To what extent do board games represent the social context of their production?How might they reinforce or subvert normative ideas of community and fulfillment?In Playing Place, Chad Randl and D. Medina Lasansky have curated a collection of thirty-seven fascinating essays, supplemented by a rich trove of photo illustrations, that unpack these questions with breadth and care. Although board games are often recreational objects, their mythologies and infrastructure do not exist in a vacuum—rather, they echo and reproduce prevalent cultural landscapes.This thesis forms the throughline of pieces reflecting on subjects as diverse as the rigidly gendered fantasies of classic mass-market games; the imperial convictions embedded in games that position player-protagonists as conquerors establishing dominion over their “discoveries”; and even the uncanny prescience of games that have players responding to a global pandemic.Representing a thrilling convergence of historiography, architectural history, and media studies scholarship, Playing Place suggests not only that tabletop games should be taken seriously but also that the medium itself is uniquely capable of facilitating our critical consideration of structures that are often taken for granted.

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  • Video Games and Pop Culture : Odyssey Two
    Video Games and Pop Culture : Odyssey Two

    The year was 2016.  The culture wars were deepening, with no end in sight.  As the marketplace of ideas faded further into memory, one writer tried to bring it back – and succeeded.In September 2016 Robert B. Marks’ Garwulf’s Corner returned to The Escapist for another year, presenting a moderate and mature look at many of the hot-button issues facing pop culture.  Months after Garwulf’s Corner’s second year came to an end the Escapist was sold to another media company – and its new editor-in-chief libeled everybody who had worked there since 2014.  During the ensuing legal action, the whole of Garwulf’s Corner was removed from the pages of the Escapist and all but destroyed...until now.Insightful, compelling, and still relevant, this volume contains:- The second year of Garwulf’s Corner, covering topics ranging from Star Wars movies to outrage culture to video games.- Previously unpublished installments looking at Minecraft, video game addiction, and more.- The full run of The Most Important PC Games of All Time, a comprehensive look at the decades-long history of the video game from the 1940s to today.From No Man’s Sky to Police Quest, from Fox’s Gotham to military science fiction, take a fresh and new odyssey back into the world of pop culture.

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  • What is the difference between low culture and high culture in history?

    Low culture refers to the cultural activities and products that are considered to be more common, popular, and easily accessible to the general public. This can include things like popular music, television shows, and mass-produced literature. On the other hand, high culture refers to the cultural activities and products that are considered to be more refined, sophisticated, and often associated with the elite or educated classes. This can include things like classical music, fine art, and literature that is considered to be more intellectually challenging. The distinction between low and high culture has been a source of debate and has evolved over time, but it generally reflects the social and class divisions within a society.

  • 'Digital games or physical games?'

    The choice between digital games and physical games ultimately comes down to personal preference. Digital games offer convenience and accessibility, as they can be easily downloaded and played on various devices. On the other hand, physical games provide a tangible collection that some gamers enjoy, along with the ability to resell or trade them. Both options have their own advantages and drawbacks, so it really depends on what each individual values in their gaming experience.

  • Have the Origin games disappeared from the library and order history?

    No, the Origin games have not disappeared from the library and order history. Users can still access their purchased Origin games through the Origin client or website, and their order history will continue to show the games they have bought. EA has integrated its games and services into the EA Desktop app, but users can still access their Origin games through this new platform.

  • 'Rockstar Games Spiele' translates to 'Rockstar Games Games' in English.

    The phrase "Rockstar Games Spiele" is a combination of the English word "Rockstar Games" and the German word "Spiele," which means "games" in English. Therefore, when translated directly, "Rockstar Games Spiele" becomes "Rockstar Games Games" in English. This is a result of the redundancy that occurs when translating a compound noun from German to English, where both words in the compound are translated individually.

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