This book targets game developers, publishers, journalists, and any person who makes computer and video games their passion. The book analyses the best-selling games of 2001 by examining what made them commercial and critical successes. Computer game industry inside information, advice from well-known gaming sages, and interviews from notable developers provide tips on what makes games fun and great. Includes CD.
Take your first step to becoming a professional short fiction writer—Buy this book! In an engaging and conversational style, award-winning author Douglas Smith teaches you how to market and sell short stories—and much, much more. Even experienced writers will find value here as Smith takes you from your first sale to using your stories to build a writing career. CONTENTS: The Fundamentals: The different types of writers. The benefits of short fiction. Rights and licensing. Selling Your Stories: Knowing when it's ready. Choosing markets. Submitting stories. Avoiding mistakes. How editors select stories. Dealing with rejections. When to give up on a story. After a Sale: Contracts. Working with editors. What your first sale means. Dealing with reviews. A Writer's Magic Bakery: Selling reprints. Foreign markets. Audio markets. Selling a collection. The indie option. Becoming Established: Leveraging your stories. Discoverability and promotion. Career progression in short fiction. With an introduction by multi-award winning writer and editor, Kristine Kathryn Rusch. "We short story writers have needed a book like this for decades. ... It’s spectacular." —Kristine Kathryn Rusch, Award-winning Author & Editor “If you are the least bit interested in having a career as a fiction writer then I can tell you what to read: Douglas Smith’s Playing the Short Game: How to Market & Sell Short Fiction. From now on this is my go-to book for all things related to starting and maintaining my fiction writing career.” —Filip Wiltgren, The Guide to a Professional Writing Career
Illuminates the ways games—from baseball cards to board games, charades to boxing, and croquet to strategies of war—were integral to nineteenth-century life and culture in the United States and Britain. A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments. Ann R. Hawkins is Assistant Provost for Graduate Education and Research in the Office of the Provost at the State University of New York System Administration. She is the editor of Teaching Bibliography, Textual Criticism, and Book History and the nine-volume scholarly edition Romantic Women Writers Reviewed, and coeditor (with Maura Ives) of Women Writers and the Artifacts of Celebrity in the Long Nineteenth Century. Erin N. Bistline is Lecturer in the Department of English at the University of Tennessee-Knoxville. Maura Ives is Professor and Head of the Department of English at Texas A&M University. She is the author of Christina Rossetti: A Descriptive Bibliography and editor of George Meredith's Essay On Comedy and Other New Quarterly Magazine Publications: A Critical Edition.
An eleven-year-old boy strangled an elderly woman for the equivalent of five dollars in 2007, then buried her body under a thin layer of sand. He told the police that he needed the money to play online videogames. Just a month later, an eight-year-old Norwegian boy saved his younger sister’s life by threatening an attacking moose and then feigning death when the moose attacked him—skills he said he learned while playing World of Warcraft. As these two instances show, videogames affect the minds, bodies, and lives of millions of gamers, negatively and positively. This book approaches videogame addiction from a cross-disciplinary perspective, bridging the divide between liberal arts academics and clinical researchers. The topic of addiction is examined neutrally, using accepted research in neuroscience, media studies, and developmental psychology.