While the term ‘gamer’ is often refers to those who play popular PC games such as Warcraft, or even Maplesea, the realm of reel games has offered us alot more than that. We attempt to celebrate the spirit of games by taking on a multi-dimensional view of gaming and games.
We start off with Game Informer which will take us on a tour of video games, before moving onto Game Developer. From there, we break into the more specific areas of gaming, with 3D World, and ImagineFX.
Game Informer (GV1469.15 GIM)
The monthly issued Game Informer features reviews and previews for games on the Wii, Playstation 3, Xbox 360, Playstation 2, PC, Nintendo DS, and PSP consoles.
In the October 2009 issue of Game Informer, ”The top 10 gaming screw-overs” asks - ever find yourself tempted to knock your head against the computer screen when faced with a seemingly insurmountable obstacle in the game? This article highlights the top 10 obstacles that require “saintly patience” to overcome!
Game Developer (QA76.76 COG.GD)
While Game Informer looks at gaming from the gamer’s point of view, Game Developer approaches the industry from the developer’s viewpoint.
While we often think of video games as having fervid players who will “fight to death!”, this is apparently not the case, as highlighted in the article, “Staying power”.
The articles goes on to posit that the game industry needs to rethink its feedback system to help keep players in the game. The feedback system is broken into three subsections: feedback, goal creation, and progress charts.
While these terms may sound like they belong in a school setting rather than in the game world, they have been implemented with great success in games like “Call of Duty”, “Team Fortress 2″, “Halo 3″, and “Gears of War 2″. Pick up this issue of Game Developer to find out more!
3D World (TR897.7 TDW)
3D World on the other hand is catered to 3D graphics and covers content for 3ds Max, Maya, LightWeave 3D, Cinema 4D and Softimage. They also cover Photoshop work for 3D graphics and compositing packages such as After Effects, Shake and Nuke and camera-tracking applications.
The article “Playing in stereo” suggests that the future of 3d gaming in homes might be alot closer than we think. Stereoscopic 3D, or S-3D, brings the immersive experience into our living rooms with “Invincible Tiger: The Legend of Han Tao” and “Avatar” .
The good news? Around 400 of the games already available on the market today can be played in S-3d. All you need is a driver such as Dynamic Digital Depth, iZ3D, and Nvidia GeForce 3D vision, a GeForce graphics card, a 3D vision-Ready display, and a PC running Windows Vista or Windows 7.
But while all this is possible, most of the industry is waiting with bated breath for the release and reception of “Invicible Tiger”. Stay tuned to find out more!
*3D World is also applicable to those in the animation, television, and architectural industries!
ImagineFX (N7433.8 IMA)
The November 2009 issue of ImagineFX is chock full of artist workshops. From “How to paint an action scene”, “Strike a pose”, to “Animal anatomy: heads and necks”, this issue will bring your art to a whole new level.
The Q&A portion of this periodical was particularly enlightening, with questions like – “Do you have any good tips for painting the wet end of a severed limb?” to questions that may plague most artists such as the rendering of realistic looking wrinkles and hair, getting skin tones right, and painting of realistic-looking cheekbones. Particularly impressive was its rendition of old and weathered looking stonework.
Even if science fiction or fantasy is not your thing, do consider picking up ImagineFX and pick up tips from their board of artists, as well as tricks on storyboarding for films .
These, and more, can be found at the Periodicals section of the library at Level 4.


Viewpoint, a biannual journal, features trends and brands that are at the forefront of the marketing scene. Each issue is single-themed; some of the themes they have covered thus far include: re-enlightenment, citizen brands, inclusive design, rainbow youth, burlesque, immersive retailing, and sense branding.
English Today is a scholarly journal which looks at all aspects of the English language, including style, usage, dictionaries, literary language, and language teaching. In the September 2009 issue of English Today, “You could say that: the generic second-person pronoun in modern English” explores the little-researched, but infinitely problematic ‘you’.
Looking for ways to spice up English delivery in class? The July 2009 issue of Modern English Teacher (Volume 18 Number 3) highlights Web 2.0 sites that you can incorporate into your lesson plan.
Does a parallel history of colonial rule dictate the shaping of language? ELT Journal looks into the similarities and differences in English use in Hong Kong and Singapore in “A tale of two songs: Singapore versus Hong Kong”.
While mobile phones, or more specifically, SMS, are often blamed for the fall in English standards, the January 2009 issue of BJET begs to differ. In the article “SMS in m-Learning”, the authors outline a study conducted in which new technical English language words are introduced to students via SMS. The study found that the students not only enjoyed the process of m-learning, they also learned new words.
Campus Technology features topics including advanced networking, administrative systems, portals, security, electronic publishing, presentation technologies, course management systems, technology infrastructure, and strategic IT planning. Log onto their
The Jan/Feb 2009 issue (Volume 49, Issue 1) of Educational Technology looks into the issue of online open educational resources (
How do blogs enhance or disrupt the narrative learning trail, should they be employed as a means of learning? With the myriad of option left to the reader’s discretion (to click on none/some/all of the links etc), how can the process of engagement be better managed? These are just some of the issues xplored in the February 2009 issue of Journal of Computer Assisted Learning.
Do ICTs (information and communication technologies) such as interactive whiteboards really facilitate learning? To what extent are they mere add-ons that fit into pre-existing instructional practices, thus not furthering the learning experience? This issue is explored in-depth in the December 2008 issue (Volume 33, Number 4) of Learning, Media and Technology. 



