Author: Barry Atkins Publisher: Release Date: 2007 Book Size: 54.16 MB Book Format: PDF, ePub, Mobi Category : Games & Activities Languages : en Pages : 256 View: 6100
by Barry Atkins, Videogame Player Text Books available in Docs, PDF, EPUB, Mobi, Textbook, Kindle Format. Download Videogame Player Text book, 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.
by Nelson Zagalo, Videogame Sciences And Arts Books available in Docs, PDF, EPUB, Mobi, Textbook, Kindle Format. Download Videogame Sciences And Arts book, This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.
Author: Geoff King Publisher: I.B.Tauris Release Date: 2006 Book Size: 56.55 MB Book Format: PDF, ePub Category : Games & Activities Languages : en Pages : 264 View: 6887
by Geoff King, Tomb Raiders And Space Invaders Books available in Docs, PDF, EPUB, Mobi, Textbook, Kindle Format. Download Tomb Raiders And Space Invaders book, 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.
Author: David G. Embrick Publisher: Lexington Books Release Date: 2012 Book Size: 24.11 MB Book Format: PDF, Mobi Category : Games Languages : en Pages : 262 View: 7732
by David G. Embrick, Social Exclusion Power And Video Game Play Books available in Docs, PDF, EPUB, Mobi, Textbook, Kindle Format. Download Social Exclusion Power And Video Game Play book, "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"--
Author: Lugmayr, Artur Publisher: IGI Global Release Date: 2011-09-30 Book Size: 30.39 MB Book Format: PDF, Mobi Category : Computers Languages : en Pages : 312 View: 6090
by Lugmayr, Artur, Media In The Ubiquitous Era Ambient Social And Gaming Media Books available in Docs, PDF, EPUB, Mobi, Textbook, Kindle Format. Download Media In The Ubiquitous Era Ambient Social And Gaming Media book, "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.
Author: Nick Montfort Publisher: MIT Press Release Date: 2005 Book Size: 29.54 MB Book Format: PDF, ePub, Docs Category : Computers Languages : en Pages : 286 View: 6428
by Nick Montfort, Twisty Little Passages Books available in Docs, PDF, EPUB, Mobi, Textbook, Kindle Format. Download Twisty Little Passages book, Interactive fiction -- the best-known form of which is the text game or textadventure -- has not received as much critical attention as have such other forms of electronicliterature as hypertext fiction and the conversational programs known as chatterbots. Twisty LittlePassages (the title refers to a maze in Adventure, the first interactive fiction) is the firstbook-length consideration of this form, examining it from gaming and literary perspectives. NickMontfort, an interactive fiction author himself, offers both aficionados and first-time users a wayto approach interactive fiction that will lead to a more pleasurable and meaningful experience ofit.Twisty Little Passages looks at interactive fiction beginning with its most important literaryancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Chingand Dungeons and Dragons), and follows this with an examination of mainframe text games developed inresponse, focusing on the most influential work of that era, Zork. He then considers theintroduction of commercial interactive fiction for home computers, particularly that produced byInfocom. Commercial works inspired an independent reaction, and Montfort describes the emergence ofindependent creators and the development of an online interactive fiction community in the 1990s.Finally, he considers the influence of interactive fiction on other literary and gaming forms. WithTwisty Little Passages, Nick Montfort places interactive fiction in its computational and literarycontexts, opening up this still-developing form to new consideration.
Author: Tom Apperley Publisher: Lulu.com Release Date: 2009 Book Size: 76.35 MB Book Format: PDF, ePub, Mobi Category : Internet Languages : en Pages : 168 View: 2260
by Tom Apperley, Gaming Rhythms Books available in Docs, PDF, EPUB, Mobi, Textbook, Kindle Format. Download Gaming Rhythms book, "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.
Author: Derek Johnson Publisher: NYU Press Release Date: 2014-08-01 Book Size: 57.85 MB Book Format: PDF, Kindle Category : Business & Economics Languages : en Pages : 336 View: 3196
by Derek Johnson, Making Media Work Books available in Docs, PDF, EPUB, Mobi, Textbook, Kindle Format. Download Making Media Work book, 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.
by Animated 'Worlds' (Conference), Animated Worlds Books available in Docs, PDF, EPUB, Mobi, Textbook, Kindle Format. Download Animated Worlds book, Animated 'Worlds' is an edited anthology of papers originally presented at the eponymous conference held in 2003 at Farnham Castle, England.
Author: Martin Lister Publisher: Taylor & Francis Release Date: 2009 Book Size: 53.46 MB Book Format: PDF, ePub, Mobi Category : Language Arts & Disciplines Languages : en Pages : 446 View: 3798
by Martin Lister, New Media Books available in Docs, PDF, EPUB, Mobi, Textbook, Kindle Format. Download New Media book, 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.
Author: Will Brooker Publisher: Columbia University Press Release Date: 2006-02-21 Book Size: 33.15 MB Book Format: PDF, ePub, Mobi Category : Performing Arts Languages : en Pages : 240 View: 2300
by Will Brooker, The Blade Runner Experience Books available in Docs, PDF, EPUB, Mobi, Textbook, Kindle Format. Download The Blade Runner Experience book, 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.