Videogame, Player, Text


Author: Barry Atkins,Tanya Krzywinska
Publisher: Manchester Univ Pr
ISBN: N.A
Category: Games
Page: 256
View: 5339
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Videogame, Player, Text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment.

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: 1744
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"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"--

Media in the Ubiquitous Era: Ambient, Social and Gaming Media

Ambient, Social and Gaming Media
Author: Lugmayr, Artur
Publisher: IGI Global
ISBN: 1609607759
Category: Computers
Page: 312
View: 3441
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"This book focuses on the definition of ambient and ubiquitous media from a cross-disciplinary viewpoint, covering the fields of commerce, science, research affecting citizens"--Provided by publisher.

Gamers

The Social and Cultural Significance of Online Games
Author: Garry Crawford,Victoria K Gosling,Ben Light
Publisher: Routledge
ISBN: 113527505X
Category: Games
Page: 320
View: 5912
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"Over only a few decades, digital gaming has become a major global leisure activity that now rivals the movie and music sectors. Due to this increasingly widespread popularity, gaming has in recent years become the focus of increased academic interest and activity, but still little is know about those who play digital games. Online Gaming in Context is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks, and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the virtual world"--

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: 9831
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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.

Gaming Rhythms

Play and Counterplay from the Situated to the Global
Author: Tom Apperley
Publisher: Lulu.com
ISBN: 908160211X
Category: Internet
Page: 168
View: 5918
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"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.

New Media

A Critical Introduction
Author: Martin Lister,Jon Dovey,Seth Giddings,Kieran Kelly,Iain Grant
Publisher: Taylor & Francis
ISBN: 0415431603
Category: Language Arts & Disciplines
Page: 446
View: 1549
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With this text, a team of authors from the University of West England provide a comprehensive overview of the culture, technologies and history of new media and assess claims that a media and technology revolution is underway.

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: 8035
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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.

Tomb Raiders and Space Invaders

Videogame Forms and Contexts
Author: Geoff King,Tanya Krzywinska
Publisher: I.B.Tauris
ISBN: 9781845111083
Category: Games
Page: 264
View: 4059
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The first in the field to focus on the key aspects of videogames themselves as a distinctive medium, this is a rich and original read for gamers as well as students and researchers of popular culture internationally, which reviews the passionate gamer/game relationship viz all types of games from Doom to EverQuest. Videogames now rival Hollywood cinema in popularity and profits and there are huge followings for titles such as Tomb Raider or The Sims. Exactly what games offer, however, as a distinct form of entertainment, has received scant attention. This book is a valuable contribution to this new field. Its main focus 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. Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture

Twisty Little Passages

An Approach to Interactive Fiction
Author: Nick Montfort
Publisher: MIT Press
ISBN: 9780262633185
Category: Computers
Page: 286
View: 5536
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A critical approach to interactive fiction, as literature and game.

Globalia


Author: Jean-Christophe Rufin
Publisher: N.A
ISBN: 9788433970657
Category: Fiction
Page: 496
View: 9425
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Playing Along

Digital Games, YouTube, and Virtual Performance
Author: Kiri Miller
Publisher: Oxford University Press
ISBN: 0199929912
Category: Music
Page: 272
View: 8793
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Why don't Guitar Hero players just pick up real guitars? What happens when millions of people play the role of a young black gang member in Grand Theft Auto: San Andreas? How are YouTube-based music lessons changing the nature of amateur musicianship? This book is about play, performance, and participatory culture in the digital age. Miller shows how video games and social media are bridging virtual and visceral experience, creating dispersed communities who forge meaningful connections by "playing along" with popular culture. Playing Along reveals how digital media are brought to bear in the transmission of embodied knowledge: how a Grand Theft Auto player uses a virtual radio to hear with her avatar's ears; how a Guitar Hero player channels the experience of a live rock performer; and how a beginning guitar student translates a two-dimensional, pre-recorded online music lesson into three-dimensional physical practice and an intimate relationship with a distant teacher. Through a series of engaging ethnographic case studies, Miller demonstrates that our everyday experiences with interactive digital media are gradually transforming our understanding of musicality, creativity, play, and participation.

Video Game Narrative and Criticism

Playing the Story
Author: T. Thabet
Publisher: Springer
ISBN: 1137525541
Category: Social Science
Page: 86
View: 5688
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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.

Videogames


Author: James Newman
Publisher: Routledge
ISBN: 0415669162
Category: Games
Page: 182
View: 2080
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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.

Simulation and Social Theory


Author: Sean Cubitt
Publisher: SAGE
ISBN: 9780761961109
Category: Social Science
Page: 172
View: 2924
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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

How Images Think


Author: Ron Burnett
Publisher: MIT Press
ISBN: 9780262524414
Category: Art
Page: 253
View: 2614
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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.

The Secret Life of Puppets


Author: Victoria Nelson
Publisher: Harvard University Press
ISBN: 9780674041417
Category: Literary Criticism & Collections
Page: 368
View: 7357
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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.

Rise of the Videogame Zinesters

How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form
Author: Anna Anthropy
Publisher: Seven Stories Press
ISBN: 1609803736
Category: Games
Page: 124
View: 4765
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"Anna Anthropy is a key personality in the ongoing paradigm shift that is slowly changing the way videogames are understood, by creators and players, and by the wider culture." —Patrick Alexander, Eegra.com "Equal parts autobiography, ethnography, and how-to manual, this book concisely makes the case for the unique power of 'zinester' games." —Adam Parrish, NYU's Interactive Telecommunication Program (Tisch School of the Arts), and author of the ZZT game "Winter" "These days, everybody can make and distribute a photograph, or a video, or a book. Rise of the Videogame Zinesters shows you that everyone can make a videogame, too. But why should they? For Anna Anthropy, it's not for fame or for profit, but for the strange, aimless beauty of personal creativity.” —Ian Bogost, Director, Graduate Program in Digital Media, Georgia Institute of Technology "Rise is a great guidebook to understanding—and more importantly, participating in—this dynamically evolving culture." —Jim Munroe, co-founder of the Hand Eye Society and the Difference Engine Initiative “Here, Anna Anthropy demonstrates how people from every background and walk of life are breaking free of the commercial cowardice of major publishers, and bringing their individual visions of the game to life. . . . If game design is to be an art, as those of us who love games fervently hope, it must be rescued from its crushing commercial pressures. You can be a part of its future.” —Greg Costikyan, author of I Have No Mouth and I Must Design "Anna gives the world of video games a crucial perspective from her seat of authority within outsider culture, and illustrates how essential it is for the space to empower voices of all kinds if it is to evolve." —Leigh Alexander, editor-at-large of Gamasutra

The Inform Designer's Manual


Author: Graham Nelson
Publisher: Dan Sanderson
ISBN: 0971311900
Category: Fiction
Page: 562
View: 8905
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Big Plans

The Allure and Folly of Urban Design
Author: Kenneth Kolson
Publisher: JHU Press
ISBN: 9780801877308
Category: Architecture
Page: 256
View: 677
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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.