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"Video gamers"
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Mark \Markiplier\ Fischbach : star YouTube gamer with 10 billion+ views
by
Wolny, Philip, author
in
Markiplier Juvenile literature.
,
Video gamers Biography Juvenile literature.
,
Video gamers.
2020
With more than 10 billion total video views by 2018, Mark Edward \"Markiplier\" Fischbach is one of the biggest names in the digital age. Making a name for himself through a combination of a silky baritone voice, larger-than-life reactions, and a true penchant for comedy, Markiplier has risen to become a king of YouTube's gaming community. He has even leveraged his success as a video gamer into charitable donations, massive fan meet-ups, and an international comedy tour, proving once and for all that a career on YouTube is more than just fun and games.
A casual revolution : reinventing video games and their players
2010,2009,2012
We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of todays casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Summary reprinted by permission of MIT Press
Tyler \Ninja\ Blevins : Twitch's top streamer with 11 million+ followers
by
Furgang, Adam, author
in
Blevins, Tyler, 1991- Juvenile literature.
,
Video gamers Biography Juvenile literature.
,
Video gamers.
2020
\"A biography of Tyler \"Ninja\" Blevins, a popular video gamer and Internet personality\" Provided by publisher.
It’s all just fun and games ... right? Habitual gaming links with body dissatisfaction, psychological distress, and lower self-esteem
2020
Assesses the extent to which self-reported casual and habitual gaming is associated with body satisfaction, psychological distress, and self-esteem for New Zealand men and women. Source: National Library of New Zealand Te Puna Matauranga o Aotearoa, licensed by the Department of Internal Affairs for re-use under the Creative Commons Attribution 3.0 New Zealand Licence.
Journal Article
The modern nerd's guide to eSports
by
Jankowski, Matthew, author
in
Video games Competitions Juvenile literature.
,
Sports Juvenile literature.
,
Video gamers Juvenile literature.
2018
\"This book unpacks the world of eSports for readers, encouraging them to enter, compete, and conquer by giving them insider knowledge directly from a real-life eSports journalist.\"
Ethnographies of the Videogame
2011,2016
Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.
Gamer : unleash him
by
Butler, Gerard, 1969- actor
,
Neveldine, Mark film director
,
Taylor, Brian (Director-Screenwriter) film director
in
Video gamers Drama
,
Video games industry Drama
2000
\"In the future, death-row convicts have become brain-controlled subjects in real battles 'played' by computer gamers, with the survivors having a shot at freedom\"--Copyright description.
Fight for first. Episode two, The champion's mind
Following a euphoric win in their first match, Excel face Rogue in their second match. But with the main investor watching on, and expectation mounting, will they be able to keep their early lead in the tables? Mid-laner Mickey faced a backlash from the gaming community at his last team. This is his chance for redemption – can he prove his critics wrong in Excel's third match against Mad Lions? Excel coach Joey 'YoungBuck' lives in Berlin and stays separately to the players. At home with his partner and their dog, YoungBuck feels there's a stigma in the gaming community for those who have a girlfriend. Back at the gaming house, the players open up about the difficulties of being away from home, juggling relationships and having the confidence to date. Patrik was going to start a Tinder profile when they got to Berlin, but he pulls out. Can Excel beat Misfits in their next game to cement their place as contenders?
Streaming Video
Fight for first. Episode one, On the path to greatness
Excel is an esports team founded by brothers Kieran and Joel Holmes-Darby over a pint. Six years later and with an investment of eight figures behind them, Excel is competing in one of the biggest gaming leagues in the world. This series follows the multimillion-pound team at home in their state-of-the-art training facility at Twickenham stadium and abroad at the League of Legends European Championship (LEC) in Berlin, getting to know the six-figure-salary gamers who are at the heart of this team of rising young superstars.It's the start of pre-season training, and Kieran is looking for a fresh start after his team's 2019 season ended badly. Excel finished bottom of the pack, coming tenth in the LEC. After signing top players from around the world, he invests in a high-performance facility in Twickenham Stadium and equips them with sports psychologists, nutritionists, physiotherapists and coaches. They will go to any lengths to make the play-offs this year.Early cracks start to appear when a practice game goes awry and an argument breaks out amongst the players. With three days to go before the start of the season, can the team pull together in their first public appearance and show the esports world that they are contenders after all?
Streaming Video