August 17, 2022
Mortal Kombat X Book

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Mortal Kombat X

By Shawn Kittelsen
  • ISBN Code: : 1401259413
  • Publisher : DC
  • Pages :
  • Category : Comics & Graphic Novels
  • Reads : 883
  • Book Compatibility : Pdf, ePub, Mobi, Kindle
  • Pdf : mortal-kombat-x.pdf

Book Excerpt :

THE PREQUEL TO THE VIDEO GAME PHENOMENON IS HERE! years, a tenuous peace has existed between the realms, time enough for old champions to fall and a new generation to rise. But peace can never last for long . . . Thunder God Raiden has seen visions of a great evil entering our world, one so powerful it could change the very face of the universe. The one hope to stop the sinister force lies in six ancient relics, mystical blades imbued with the Blood Magick of the One Being-the Kamidogu daggers. Raiden and his allies are not the only ones searching for the all-powerful weapons. Another has spent years acquiring each blade through cunning and guile. For not only can the Kamidogu daggers contain a god, they also have the power to create one . . . Kombatants old and new will fight for the future of our realm and the realms beyond in this red-hot debut by writer Shawn Kittelsen. Together with artists Dexter Soy (DC UNIVERSE VS MASTERS OF THE UNIVERSE) and Veronica Gandini (JUSTICE LEAGUE BEYOND 2.0), they'll start this action-packed newest chapter in the Mortal Kombat saga off with a bloodbath!

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Book Short Summary:

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Book Short Summary:

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Book Short Summary:

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Book Short Summary:

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Book Short Summary:

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Book Short Summary:

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Book Short Summary:

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Book Short Summary:

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Book Short Summary:

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Book Short Summary:

There is no available information at this time. Author will provide once available.

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Book Short Summary:

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Book Short Summary:

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Book Short Summary:

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Book Short Summary:

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Book Short Summary:

Debate ranges over the effects of the growing utilization by the young of interactive screen-based technologies and the effects of these on vulnerable young chldren. This text is based on two years' research on 100 children, with entertainment screen technology in their homes, following them from home to school and examining the difference in culture in the two environments. The question is asked whether children are developing the necessary IT and other skills required from the maturing learner as we approach the 21st century. Issues such as gender, parenting, violence, censorship and the educational consequences of their screen-based experiences are at the forefront of the text's coverage.

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Book Short Summary:

Discover the path to the big leagues It's time to prove all those people who said “video games are a waste of time” wrong. Esports has rewarded top gamers with prize money, glory, and even college scholarships. Want to get in on the action? This book puts you on the path to get your share of the growing world of esports. It helps you figure out the gear you need to be competitive, the games that drive esports, how to break into competitive play, and how to use online platforms to get attention. Written by the esports program director at the first Division I university to field an esports team, this book defines and demystifies the complex world of competitive video gaming. Get the gear for your first esports battles Gain recognition for your skills online or in tournaments Discover the path to earning scholarships in esports Build your online identity Get the insider tips you need to make your name in the esports universe.

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  • Pdf File: the-culture-of-digital-fighting-games.pdf

Book Short Summary:

This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.

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Book Short Summary:

In this two-volume set, a series of expert contributors look at what it means to be a boy growing up in North America, with entries covering everything from toys and games, friends and family, and psychological and social development. • 166 entries on specific aspects of boyhood life in North America today, ranging from boy-centered toys, games, and media to issues of masculinity and confusing notions of manhood • Expert contributors from a variety of academic and professional disciplines, providing insight into a range of issues related to the lives of North American boys • Bibliographic listings of works cited and further reading in print and online • A comprehensive index

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  • Pdf File: social-exclusion-power-and-video-game-play.pdf

Book Short Summary:

This book represents cutting-edge research that addresses major issues of social exclusion, power and liberatory fantasies in virtual play. Specifically, the scope of the book examines three areas of concern: social psychological implications of virtual gameplay; reproduction and contestation of social inequality in virtual realms.

Classic Home Video Games, 1989Ð1990

By Brett Weiss
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : McFarland
  • Book Code : 0786492317
  • Total of Pages : 344
  • Category : Games & Activities
  • Members : 474
  • Pdf File: classic-home-video-games-1989Ð1990.pdf

Book Short Summary:

The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.–released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author’s critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein—Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.

Vintage Games 2.0

By Matt Barton
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : CRC Press
  • Book Code : 1000000923
  • Total of Pages : 357
  • Category : Computers
  • Members : 681
  • Pdf File: vintage-games-2-0.pdf

Book Short Summary:

Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

The Oxford Handbook of Eschatology

By Jerry L. Walls
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Oxford University Press
  • Book Code : 9780199742486
  • Total of Pages : 744
  • Category : Religion
  • Members : 347
  • Pdf File: the-oxford-handbook-of-eschatology.pdf

Book Short Summary:

Eschatology is the study of the last things: death, judgment, the afterlife, and the end of the world. Through centuries of Christian thoughtfrom the early Church fathers through the Middle Ages and the Reformationthese issues were of the utmost importance. In other religions, too, eschatological concerns were central. After the Enlightenment, though, many religious thinkers began to downplay the importance of eschatology which, in light of rationalism, came to be seen as something of an embarrassment. The twentieth century, however, saw the rise of phenomena that placed eschatology back at the forefront of religious thought. From the rapid expansion of fundamentalist forms of Christianity, with their focus on the end times; to the proliferation of apocalyptic new religious movements; to the recent (and very public) debates about suicide, martyrdom, and paradise in Islam, interest in eschatology is once again on the rise. In addition to its popular resurgence, in recent years some of the worlds most important theologians have returned eschatology to its former position of prominence. The Oxford Handbook of Eschatology will provide an important critical survey of this diverse body of thought and practice from a variety of perspectives: biblical, historical, theological, philosophical, and cultural. This volume will be the primary resource for students, scholars, and others interested in questions of our ultimate existence.

The Video Game Debate

By Rachel Kowert,Thorsten Quandt
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Routledge
  • Book Code : 1317567161
  • Total of Pages : 196
  • Category : Social Science
  • Members : 572
  • Pdf File: the-video-game-debate.pdf

Book Short Summary:

Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.

Science Fiction Cinema

By Christine Cornea
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Edinburgh University Press
  • Book Code : 0748628703
  • Total of Pages : 320
  • Category : Performing Arts
  • Members : 463
  • Pdf File: science-fiction-cinema.pdf

Book Short Summary:

This major new study offers a broad historical and theoretical reassessment of the science fiction film genre. The book explores the development of science fiction in cinema from its beginnings in early film through to recent examples of the genre. Each chapter sets analyses of chosen films within a wider historical/cultural context, while concentrating on a specific thematic issue. The book therefore presents vital and unique perspectives in its approach to the genre, which include discussion of the relevance of psychedelic imagery, the 'new woman of science', generic performance and the prevalence of 'techno-orientalism' in recent films. While American films will be one of the principle areas covered, the author also engages with a range of pertinent examples from other nations, as well as discussing the centrality of science fiction as a transnational film genre. Films discussed include The Day the Earth Stood Still, The Body Snatchers, Forbidden Planet, The Quatermass Experiment, 2001: A Space Odyssey, Demon Seed, Star Trek: The Motion Picture, Star Wars, Altered States, Alien, Blade Runner, The Brother from Another Planet, Back to the Future, The Terminator, Predator, The One, Dark City, The Matrix, Fifth Element and eXistenZ. Key Features*Thematically organised for use as a course text.*Introduces current and past theories and practices, and provides an overview of the main themes, approaches and areas of study.*Covers new and burgeoning approaches such as generic performance and aspects of postmodern identity.*Includes new interviews with some of the main practitioners in the field: Roland Emmerich, Paul Verhoeven, Ken Russell, Stan Winston, William Gibson, Brian Aldiss, Joe Morton, Dean Norris and Billy Gray.

Carnal Thoughts

By Vivian Sobchack
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Univ of California Press
  • Book Code : 0520937821
  • Total of Pages : 340
  • Category : Performing Arts
  • Members : 869
  • Pdf File: carnal-thoughts.pdf

Book Short Summary:

In these innovative essays, Vivian Sobchack considers the key role our bodies play in making sense of today's image-saturated culture. Emphasizing our corporeal rather than our intellectual engagements with film and other media, Carnal Thoughts shows how our experience always emerges through our senses and how our bodies are not just visible objects but also sense-making, visual subjects. Sobchack draws on both phenomenological philosophy and a broad range of popular sources to explore bodily experience in contemporary, moving-image culture. She examines how, through the conflation of cinema and surgery, we've all "had our eyes done"; why we are "moved" by the movies; and the different ways in which we inhabit photographic, cinematic, and electronic space. Carnal Thoughts provides a lively and engaging challenge to the mind/body split by demonstrating that the process of "making sense" requires an irreducible collaboration between our thoughts and our senses.

Mortal Kombat X Vol. 3: Blood Island

By Shawn Kittelsen
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : DC
  • Book Code : 1401269621
  • Total of Pages : 128
  • Category : Comics & Graphic Novels
  • Members : 334
  • Pdf File: mortal-kombat-x-vol-3.pdf

Book Short Summary:

The bloody finale of the best-selling digital-first series that leads into the hit video game! The Thunder God Raiden and his champions saved Earthrealm from the Elder God Shinnok and his undead army, but a greater threat now rises on the shores of Shang TsungÕs Island. Havik, the Cleric of Chaos, has allied himself with General Reiko, who has been made unkillable by the same Kamidogu Blood Majik that enhances his forces and possesses the daughters of Sonya Blade, Johnny Cage, and ÒJaxÓ BriggsÑas well as Raiden himself. To stop Reiko from becoming a Blood God and Havik from obtaining the all-powerful Amulet of Shinnok, Earthrealm and OutworldÕs greatest Kombatants must put aside their mutual hatred and join forces. But when the combined might of Kotal Kahn, Mileena, Johnny Cage, Sonya Blade, and Ermac isnÕt enough to turn their foes into fatalities, all hope for EarthrealmÕs salvation may rest with the least likely heroÑScorpionÕs lowly apprentice, Takeda Takahashi! From writer Shawn Kittelsen and artists including Dexter Soy (DC UNIVERSE VS. MASTERS OF THE UNIVERSE), Igor Vitorino (Green Hornet) and Daniel Sampere (BATGIRL), MORTAL KOMBAT X VOL. 3: BLOOD ISLAND collects issues #9-12.