The Nature of Computer Games

game many times ) prior to properly valuing its oppositional signs : a backwards sort of semiosis similar to that of the adventure game . In order to isolate and particularize a ... The signs within 102 The Nature of Computer Games.

Author: David Myers

Publisher: Peter Lang Pub Incorporated

ISBN: UOM:39015060389585

Category: Games & Activities

Page: 200

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Offering one of the first fully articulated theories of computer games based on game play rather than game texts, The Nature of Computer Games mounts a serious challenge to literary critics, cultural theorists, and others who might assume computer game play is best understood with reference to preexisting social contexts.
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The Philosophy of Computer Games

This book fill this lacuna by bringing philosophers and media researchers together in discussions of the basic concepts needed to understand computer games.

Author: John Richard Sageng

Publisher: Springer

ISBN: 9400798431

Category: Philosophy

Page: 284

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Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture.
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Official Gazette of the United States Patent and Trademark Office

... AND ONLINE GAMING AND ENTERTAINMENT ; EDUCATIONAL TESTING ; TRAINING IN THE USE AND OPERATION OF COMPUTERS , DATA PROCESSORS , SOFTWARE ; ENTERTAINMENT IN THE NATURE OF PROVIDING ON - LINE COMPUTER GAMES ; PROVIDING INFORMATION VIA ...

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ISBN: PSU:000066194620

Category: Trademarks

Page:

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Video Games

In is article “Making Sense of Software: Computer Games and Interactive Textuality,” Ted Friedman offers important insights into the nature of computer games, in general. He points out that the traditional distinction made in print ...

Author: Arthur Asa Berger

Publisher: Routledge

ISBN: 9781351299947

Category: Social Science

Page: 119

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From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon.Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry.
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A Multimodal Approach to Video Games and the Player Experience

The Semiotics of Time Structure in Ludic Space as a Foundation for Analysis and Design. Game Studies: The International Journal of Computer Game Research, 5 (1). Available from www.gamestudies.org/0501/lindley/ (Accessed: 8 Dec 2017).

Author: Weimin Toh

Publisher: Routledge

ISBN: 9781351184755

Category: Language Arts & Disciplines

Page: 252

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This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.
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Computer Games and the Social Imaginary

Henrik Smed Nielsen puts this well when he writes that 'playing computer games requires my embodiment of the game's material artefacts — I have to master the game's controls' (Nielsen 2010: 27). Nielsen's analysis also emphasizes that ...

Author: Graeme Kirkpatrick

Publisher: Polity

ISBN: 9780745641102

Category: Games & Activities

Page: 219

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Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.
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Due to both the ubiquitous nature of computer games and popularity of serious games there are many of examples of educational use of games and simulations in different fields including: knowledge management, medicine and computer ...

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Publisher: IOS Press

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Game Invaders

This book is an investigation into the nature of computer games. It's an invasion that gets below the pixelated surface and digitized sound the player sees and hears; that gives designers and producers and publishers tools to gain their ...

Author: Clive Fencott

Publisher: John Wiley & Sons

ISBN: 9780470597187

Category: Computers

Page: 230

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Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit for games analysis—offering detailed guidance for how to conduct in-depth critiques of game content and gameplay. Featuring an informal and witty writing style, the book devotes a number of chapters to specific games from all eras, clearly demonstrating the practical application of the theories to modern, large-scale computer games. Readers will find: • Suggestions on how to apply the DIY package to major issues central to understanding computer games and their design • Coverage of the semiotics of video games, laying the foundation for such topics as the role of agency and virtual storytelling • Tasks and solutions for readers wishing to practice techniques introduced in the book • A companion website featuring access to an app that enables the reader to conduct their own activity profiling of games An important resource for those wishing to dig deeper into the games they design, Game Invaders gives game designers the skills they need to stand out from the crowd. It is also a valuable guide for anyone wishing to learn more about computer games, virtual reality, and new media.
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Handbook of Children and the Media

operating in a threedimensional space represented on a twodimensional screen with minimal tactile feedback constitute basic parallels between laparoscopy and action video games. A study of the relation between video game skill and ...

Author: Dorothy G. Singer

Publisher: SAGE Publications

ISBN: 9781483305714

Category: Psychology

Page: 824

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Cyber-bullying, sexting, and the effects that violent video games have on children are widely discussed and debated. With a renowned international group of researchers and scholars, the Second Edition of the Handbook of Children and the Media covers these topics, is updated with cutting-edge research, and includes comprehensive analysis of the field for students and scholars. This revision examines the social and cognitive effects of new media, such as Facebook, Twitter, YouTube, Skype, iPads, and cell phones, and how children are using this new technology. This book summarizes the latest research on children and the media and suggests directions for future research. This book also attempts to provide students with a deliberate examination of how children use, enjoy, learn from, and are advantaged or disadvantaged by regular exposure to television, new technologies, and other electronic media.
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Digital Transformation and Global Society

Computer Games in Focus of Modern Russian and American Legislation Olga Kononova1(&) and Aleksa Grant2 1 St. Petersburg National Research University of Information Technologies, Mechanics and Optics (ITMO University), the Sociological ...

Author: Daniel A. Alexandrov

Publisher: Springer

ISBN: 9783319697840

Category: Computers

Page: 476

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This book constitutes the refereed proceedings of the Second International Conference on Digital Transformation and Global Society, DTGS 2017, held in St. Petersburg, Russia, in June 2017. The 34 revised full papers and three revised short papers presented were carefully reviewed and selected from 134 submissions. The papers are organized in topical sections on eSociety: social media analysis; eSociety: ICTs in education and science; eSociety: legal, security and usability issues; ePolity: electronic governance and electronic participation; ePolity: politics of cyberspace; eCity: urban planning and smart cities; eHealth: ICTs in public health management; eEconomy and eFinance: finance and knowledge management.
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Perceiving Play

Perceiving Play: The Art and Study of Computer Games looks at the directions and findings of this research, and examines how game research integrates the studies of social science, ethnography, textual analysis and criticism, economy, law, ...

Author: Torill Elvira Mortensen

Publisher: Peter Lang

ISBN: 0820497002

Category: Education

Page: 174

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"Computer games are increasingly prevalent, and cause both curiosity and concern in the general public, so understanding these games and play is important. Game researchers need to work quickly to document, report, and analyse the effect on our modern society as an increasing amount of people make new and drastically different choices in how they spend their time. Perceiving Play: The Art and Study of Computer Games looks at the directions and findings of this research, and examines how game research integrates the studies of social science, ethnography, textual analysis and criticism, economy, law, and technology." --Book Jacket.
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Raising the Stakes

On the one hand, they are commonly thought of as bypassing some of the normal work of play, with its debates around rules, permissible actions, and the scope of the game space. Computer games can seem to, by virtue of their nature as ...

Author: T. L. Taylor

Publisher: MIT Press

ISBN: 9780262300476

Category: Games & Activities

Page: 336

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How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.
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Using Games to Enhance Learning and Teaching

Different types of game may rely more heavily on one concept rather than another; for example the story may be at the ... In this chapter we will first examine the nature of narrative in computer games, presenting the different forms, ...

Author: Nicola Whitton

Publisher: Routledge

ISBN: 9780415897723

Category: Education

Page: 210

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"Despite growing interest in digital game-based learning and teaching, such as alternate reality games and virtual worlds, until now most teachers have lacked the resources and technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, require high-end technology, and are difficult to integrate.This book offers a comprehensive solution, presenting five principles of games that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity. Contributors highlight strategies and solutions for digital game design, showing how educationally sound games can be designed using readily accessible, low-end technologies. The authors are established researchers and designers in the field of educational games. Case studies explore specific academic perspectives, and featured insights from professional game designers provide an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research"--
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The Game Design Reader

Creating such a space would mean redesigning not only the nature of computer games but also the nature of society. The danger may be that in such a space, gender differences are going to be more acutely felt, as boys and girls will be ...

Author: Katie Salen Tekinbas

Publisher: MIT Press

ISBN: 9780262195362

Category: Computers

Page: 960

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Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
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Guidelines for Game based Learning

Research on the potential of computer games to support learning dates from the earliest days of the microcomputer (Malone, ... Malone's work on the nature of intrinsically motivating games suggested that the key features of the computer ...

Author: Maja Pivec

Publisher: Pabst Science Publishers

ISBN: 9781593260729

Category:

Page: 114

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Guidelines for Game-Based Learning is a contribution to a fast developing field of high interest to many educators: Make learning fun! This book is a result of joint research for the European project, "UniGame: Game-Based Learning for Universities and Life-long Learning". With the UniGame project, we tried to break completely from the tradition and start from a new concept: Motivation and fun dimensions were put in the middle and we started from the concepts of games and play-ing. The primary target-group of these guidelines is practitioners i.e. all pedagogues, teachers and trainers that want to implement game-based learning in their classes. The book will help them to systematically find commercial games and introduce them into their classes, or to implement their own ideas in the form of an educational game. Activities in-cluded in the chapters offer support in this proactive behaviour. Chapter one begins with key messages about game-based learning, and triggers first reflections on the place of this approach in higher education and training institutions. The theoretical background of game-based learning is outlined. In Chapter two a range of existing game classifications introduce the innovative 'UniGame' game classification that is based on learning goals, and relates games that help to achieve them. This classification offers guidance to practitio-ners in choosing an existing game to complement their classroom studies, and provides ideas for creating new educa-tional games. Chapter three describes the process of choosing and using a game for class use. A guide to introducing games into a course is outlined, for example, selecting and finding appropriate game, considering skills of tutors and students, tech-nical conditions, etc. Chapter four supports practitioners in defining their own educational game. Educational game design steps are outlined in detail. A freely accessible web platform called "UniGame: Social Skills and Knowledge Training" is presented.
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The Logics of Globalization

In M. Wolf 8: B. Perron (Eds.), The video game theory reader (pp. 87–102). London: Routledge. Galloway, A. (2006). Gaming: Essays on algorithmic culture. Minneapolis: University of Minnesota Press. Garrelts, N. (2005).

Author: Anandam P. Kavoori

Publisher: Lexington Books

ISBN: 9780739132524

Category: Political Science

Page: 246

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This book presents the theoretical language and methodological tools needed for thinking through issues of global media representation. It brings students of international communication into a conversation about global culture and communication through the presentation of a conceptual language to discuss the 'logics of globalization' (i.e. nationalism, modernism, post-modernism/colonialism, capitalism and terrorism). Anandam Kavoori then uses this language to critically analyze various media texts. The choices of texts are eclectic-representing old and new media-and chosen for the wider 'logic' they help animate. Most importantly, they reorient the study of global media texts from the formal to the popular, examining film, music, gaming, cell phone, travel journalism, and performance texts. The book invites students to understand the complexity of global media representation-at the heart of which is the search for identity.
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10th European Conference on Games Based Learning

Video games modify visual attention. Nature, 423, 534-537 Greenfield, P.M., Camaioni, L., Ercolani, P., Weiss, L., Lauber, B.A. and Perucchini, P., 1994. Cognitive socialization by computer games in two cultures: Inductive discovery or ...

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Publisher: Academic Conferences and publishing limited

ISBN: 9781911218098

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Computer Games and Technical Communication

According to Rehak, identification in computer games differs from that in literature and film due to the fact that its view is a “present one,” one where the audience does not say, “That's what I see” but rather “That's what I do.

Author: Jennifer deWinter

Publisher: Routledge

ISBN: 9781317162612

Category: Language Arts & Disciplines

Page: 334

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Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.
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Science Fiction Video Games

This setup is used to cleverly rationalize the structure of the text adventure form; the conversational nature of the game's interface is justified as representing the way in which the player—who takes the role of the protagonist's ...

Author: Neal Roger Tringham

Publisher: CRC Press

ISBN: 9781482203899

Category: Computers

Page: 536

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Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction Games The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).
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Playing Nature

Mesocosm -- Scale -- Nonhuman -- Entropy -- Collapse.

Author: Alenda Y. Chang

Publisher: Electronic Mediations

ISBN: 1517906326

Category: Games & Activities

Page: 320

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A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious--like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures--not all of them dystopian.
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