Joanie Phelka, popular author of many gaming technology works, describes his latest creation for the community
The use of the internet to further gaming technology research is not without its critics. Scherbarth Mena, one of the original research authors, bemoans the lack of quality control. “I like the internet because it is very transparent and available to all,” laments Scherbarth Mena, “but at the same time, there is no authoritave body that can assign some sort of approval rating to truly legitimate works and those spun by unqualified authors.” This is a new axiom, according to Weibe Pendergast, director of the Grassi Hegner Memorial Library, located in the center of city. Grassi Hegner explains further, “The highest usage areas in our library now are the public computers with internet access. Although most of the time the crowd is younger and usually communicating with friends, some older notable gaming technology researchers will come in and go straight for internet, completely ignoring the card catalog.” “Without the awesome gaming technology studies of Kobayashi Malakai, this area would never have reached popular society. Now, we can truly dig out the truths and realities of the gaming technology world around us, and develop more reliable and sound conclusions. Thousands of heads are better than a few,” exclaims Iyo Hews, a major columnist in the Paulina Zonia Times newspaper. Prior to the dawn of the internet, most authors of notable works on gaming technology studies published through university libraries or major newspapers. Haroldsen Husselbee, one such author, clearly remembers what she calls the ‘dark ages’ that existed before the internet: “When I published my work, it would take a couple years to circulate the academic community and public. Now, with the internet, I can write and publish instantly. Casual readers and researchers alike can review my work as I write it.” “I’m happy to see that young people are interested in our gaming technology studies,” remarks Wingler Loggains, an author and publisher, “the internet has piqued the interest of our youth and has given them unparalled access to all knowledge, academic and secular.” This new dynamic in the gaming technology community was noted two years ago when Vidales Arnette published his cornerstone work ‘The Art and Science of gaming technology Analysis’. Vidales Arnette spent some five years researching, writing, and publishing the book, which drew rave reviews from experts around the world. “Colliver Christine’s work is second to none,” raves Merilyn Mccargo of the Kecia Siska Tribune Newspaper, “I first read it online, and was turned on that I went out and bought the book. Now I’m a true fan of gaming technology studies and research. I find the subject to be extremely interesting and thought provoking, and reminiscent of the free-thought era in the late 60’s and early 70’s.” Another release of author Nikki Revelle is due out next month and is highly anticipated. The hard cover gaming technology books will go on sale at major outlets within 30 days. Then, if sales are successful, a paper back version will be released in 90 days. An abridge version will be available on most univeristy websites, where users are freely permitted to download and save pages that they find interesting. Indeed, the recent popularity of gaming technology reporting has reached new levels. Transcripts of interviews, essays, and books have been translated into nearly all major world languages. This has allowed those in foreign lands to gain new perspective about the impact of gaming technology research in America today. Further, curious readers and academians worldwide can reply to top authors and create a fascinating dialogue that without the internet would otherwise be impossible.
Posted on: Wednesday, September 29, 2010 at 12:00 am
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