Videogame, Player, Text

Author: Barry Atkins,Tanya Krzywinska
Publisher: N.A
Category: Social Science
Page: 256
View: 1128
Examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. This collection aims to show how it is that videogames communicate their meanings and provide their pleasures. Each ess.

Frühe Neuzeit im Videospiel

Geschichtswissenschaftliche Perspektiven
Author: Florian Kerschbaumer,Tobias Winnerling
Publisher: transcript Verlag
ISBN: 3839425484
Category: Social Science
Page: 336
View: 5447
»Geschichte« ist zu einem wichtigen Stoff für Videospiele geworden - und trotz ihrer Bedeutung für die populäre Darstellung historischer Inhalte ist sie bislang kaum aufgearbeitet. Obwohl viele Spiele, auch Bestseller, die Frühe Neuzeit behandeln, fehlt - anders als zum Mittelalter oder der Moderne - hier noch die geschichtswissenschaftliche Perspektive. Warum werden frühneuzeitliche Elemente in Videospielen aufgegriffen? Um welche handelt es sich? Wie werden sie verarbeitet? In diese Lücke stößt der Band. Die Beiträge verstehen sich dabei nicht als abschließende Behandlung des Themas, sondern als Wegweiser zu neuen Fragen und Analysemethoden.

Videogame Sciences and Arts

11th International Conference, VJ 2019, Aveiro, Portugal, November 27–29, 2019, Proceedings
Author: Nelson Zagalo
Publisher: Springer Nature
ISBN: 3030379833
Page: N.A
View: 7350

Social Exclusion, Power, and Video Game Play

New Research in Digital Media and Technology
Author: David G. Embrick,J. Talmadge Wright,András Lukács
Publisher: Lexington Books
ISBN: 073913860X
Category: Games
Page: 262
View: 1485
"We divide this book into three major sections that address major issues of social exclusion, power and liberatory fantasies in virtual play. The first section, social-psychological implications of virtual gameplay, highlights recent research that examines how the virtual realms of MMORPGs and other games shape emotion and influence social interactions between players within the game. Section two features studies that entertain questions on the marketing of race and gender stereotypes in video games and how (and if) traditional forms of social inequality are reproduced or contested in virtual realms. Finally, section three offers insight on game fans and virtual play. Specifically, the contributions in this section explore the relationship between software developers and game fans"--

Tomb Raiders and Space Invaders

Videogame Forms and Contexts
Author: Geoff King,Tanya Krzywinska
Publisher: I.B.Tauris
ISBN: 9781845111083
Category: Games & Activities
Page: 264
View: 1695
The main focus of this book is on key formal aspects of games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Issues examined in detail include the characteristics of gameplay and its relationship with narrative, genre, virtual landscapes, realism, spectacle and sensation.

Making Media Work

Cultures of Management in the Entertainment Industries
Author: Derek Johnson,Derek Kompare,Avi Santo
Publisher: NYU Press
ISBN: 081476455X
Category: Business & Economics
Page: 336
View: 2170
The management and labor culture of the entertainment industry. In popular culture, management in the media industry is frequently understood as the work of network executives, studio developers, and market researchers—“the suits”—who oppose the more productive forces of creative talent and subject that labor to the inefficiencies and risk aversion of bureaucratic hierarchies. However, such portrayals belie the reality of how media management operates as a culture of shifting discourses, dispositions, and tactics that create meaning, generate value, and shape media work throughout each moment of production and consumption. Making Media Work aims to provide a deeper and more nuanced understanding of management within the entertainment industries. Drawing from work in critical sociology and cultural studies, the collection theorizes management as a pervasive, yet flexible set of principlesdrawn upon by a wide range of practitioners—artists, talent scouts, performers, directors, show runners, and more—in their ongoing efforts to articulate relationships and bridge potentially discordant forces within the media industries. The contributors interrogate managerial labor and identity, shine a light on how management understands its roles within cultural and creative contexts, and reconfigure the complex relationship between labor and managerial authority as productive rather than solely prohibitive. Engaging with primary evidence gathered through interviews, archives, and trade materials, the essays offer tremendous insight into how management is understood and performed within media industry contexts. The volume as a whole traces the changing roles of management both historically and in the contemporary moment within US and international contexts, and across a range of media forms, from film and television to video games and social media.

New Media

A Critical Introduction
Author: Martin Lister,Jon Dovey,Seth Giddings,Iain Grant,Kieran Kelly
Publisher: Routledge
ISBN: 1134083823
Category: Language Arts & Disciplines
Page: 448
View: 7644
New Media: A Critical Introduction is a comprehensive introduction to the culture, history, technologies and theories of new media. Written especially for students, the book considers the ways in which 'new media' really are new, assesses the claims that a media and technological revolution has taken place and formulates new ways for media studies to respond to new technologies. The authors introduce a wide variety of topics including: how to define the characteristics of new media; social and political uses of new media and new communications; new media technologies, politics and globalization; everyday life and new media; theories of interactivity, simulation, the new media economy; cybernetics, cyberculture, the history of automata and artificial life. Substantially updated from the first edition to cover recent theoretical developments, approaches and significant technological developments, this is the best and by far the most comprehensive textbook available on this exciting and expanding subject. At you will find: additional international case studies with online references specially created You Tube videos on machines and digital photography a new ‘Virtual Camera’ case study, with links to short film examples useful links to related websites, resources and research sites further online reading links to specific arguments or discussion topics in the book links to key scholars in the field of new media.

Gaming Rhythms

Play and Counterplay from the Situated to the Global
Author: Tom Apperley
ISBN: 908160211X
Category: Internet
Page: 168
View: 3462
"Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations." -- Website.

The Blade Runner Experience

The Legacy of a Science Fiction Classic
Author: Will Brooker
Publisher: Columbia University Press
ISBN: 023150179X
Category: Performing Arts
Page: 240
View: 1886
Since its release in 1982, Ridley Scott's Blade Runner, based on Philip K. Dick's novel Do Androids Dream of Electric Sheep?, has remained a cult classic through its depiction of a futuristic Los Angeles; its complex, enigmatic plot; and its underlying questions about the nature of human identity. The Blade Runner Experience: The Legacy of a Science Fiction Classic examines the film in a broad context, examining its relationship to the original novel, the PC game, the series of sequels, and the many films influenced by its style and themes. It investigates Blade Runner online fandom and asks how the film's future city compares to the present-day Los Angeles, and it revisits the film to pose surprising new questions about its characters and their world.

Twisty Little Passages

An Approach to Interactive Fiction
Author: Nick Montfort
Publisher: MIT Press
ISBN: 9780262633185
Category: Computers
Page: 286
View: 8554
A critical approach to interactive fiction, as literature and game.


Author: Jean-Christophe Rufin
Publisher: N.A
ISBN: 9783442460007
Page: 445
View: 7001

How Images Think

Author: Ron Burnett
Publisher: MIT Press
ISBN: 9780262524414
Category: Art
Page: 253
View: 7429
Examines the redefinition of the interactive relationship that humans have with image-based technologies that have so much intelligence programmed into them and how virtual images blur the distinction between subject and object.

Big Plans

The Allure and Folly of Urban Design
Author: Kenneth Kolson
Publisher: JHU Press
ISBN: 9780801877308
Category: Architecture
Page: 256
View: 970
This work springs from the idea that human aspirations for the city tend to overstate the role of rationality in public life. The author explores the part serendipity plays in urban experience.

The Architecture of Intelligence

Author: Derrick De Kerckhove
Publisher: Springer Science & Business Media
ISBN: 9783764364519
Category: Design
Page: 94
View: 2666
This refreshingly unconventional look at architecture is also a journey into the internet. Using Vitruvius's classical text, De Arquitectura, as a starting point, De Kerckhove explores the architecture of the net. At the same time, he considers the wide-ranging opportunities that the information technology world offers for architectonic design. This is a revealing text that explains how this new medium for communication is based as much on tradition as on innovation.

The Inform Designer's Manual

Author: Graham Nelson
Publisher: Dan Sanderson
ISBN: 0971311900
Category: Fiction
Page: 562
View: 1870

The Secret Life of Puppets

Author: Victoria Nelson
Publisher: Harvard University Press
ISBN: 9780674041417
Category: Literary Criticism & Collections
Page: 368
View: 4036
In one of those rare books that allows us to see the world not as we've never seen it before, but as we see it daily without knowing, Victoria Nelson illuminates the deep but hidden attraction the supernatural still holds for a secular mainstream culture that forced the transcendental underground and firmly displaced wonder and awe with the forces of reason, materialism, and science. In a backward look at an era now drawing to a close, "The Secret Life of Puppets" describes a curious reversal in the roles of art and religion: where art and literature once took their content from religion, we came increasingly to seek religion, covertly, through art and entertainment. In a tour of Western culture that is at once exhilarating and alarming, Nelson shows us the distorted forms in which the spiritual resurfaced in high art but also, strikingly, in the mass culture of puppets, horror-fantasy literature, and cyborgs: from the works of Kleist, Poe, Musil, and Lovecraft to Philip K. Dick and virtual reality simulations. At the end of the millennium, discarding a convention of the demonized grotesque that endured three hundred years, a Demiurgic consciousness shaped in Late Antiquity is emerging anew to re-divinize the human as artists like Lars von Trier and Will Self reinvent Expressionism in forms familiar to our pre-Reformation ancestors. Here as never before, we see how pervasively but unwittingly, consuming art forms of the fantastic, we allow ourselves to believe.

Simulation and Social Theory

Author: Sean Cubitt
Publisher: SAGE
ISBN: 9780761961109
Category: Social Science
Page: 172
View: 2239
This insightful book is the first to critically examine the ideas of some of the key thinkers of simulation. It addresses the work of Baudrillard, Debord, Virilio and Eco, clarifying their arguments by referring to the intellectual and social worlds each emerged from distilling what is important from their discussions. The book argues for a critical and selective use of the concept of simulation. Like the idea of ideology, simulation is a political theory, but it has also become a deeply pessimistic theory of the end of history and the impossibility of positive change. Through a series of reflections on the meaning of theme parks, warfare and computer modelling, Sean Cubitt demonstrates the strengths and limitations of the simulation thesis

Video Game Narrative and Criticism

Playing the Story
Author: T. Thabet
Publisher: Springer
ISBN: 1137525541
Category: Social Science
Page: 86
View: 4918
The book provides a comprehensive application of narrative theory to video games, and presents the player-response paradigm of game criticism. Video Game Narrative and Criticism explains the nature of gameplay - a psychological experience and a meaning-making process in the fictional world of video games.


Author: James Newman
Publisher: Routledge
ISBN: 0415669162
Category: Games
Page: 182
View: 318
In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman's volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, 'lived experience', and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.

Level Up! The Guide to Great Video Game Design

Author: Scott Rogers
Publisher: John Wiley & Sons
ISBN: 1118877195
Category: Computers
Page: 552
View: 1765
Want to design your own video games? Let expert Scott Rogers show you how! If you want to design and build cutting-edge video games but aren’t sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game’s pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including: Developing your game design from the spark of inspiration all the way to production Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged Creating games for mobile and console systems – including detailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with the help of brand new examples Level Up! 2nd Edition is includes all-new content, an introduction by David “God of War” Jaffe and even a brand-new chili recipe –making it an even more indispensable guide for video game designers both “in the field” and the classroom. Grab your copy of Level Up! 2nd Edition and let’s make a game!