A Performative Feel For The Game
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Author |
: Trygve B. Broch |
Publisher |
: Springer Nature |
Total Pages |
: 218 |
Release |
: 2019-12-21 |
ISBN-10 |
: 9783030351298 |
ISBN-13 |
: 3030351297 |
Rating |
: 4/5 (98 Downloads) |
Synopsis A Performative Feel for the Game by : Trygve B. Broch
Applying a cultural sociology of performance, this book interrogates how the meaning of sport intersects with gender. Trygve B. Broch points out uncertainties in the causal arguments made by key figures in the cultural studies tradition, instead advancing a meaning-centered study of sports as involving both a social and an athletic performance. Sports not only reflect or reverse social realities, but capture and keep our attention when we use and experience them as a means to reflect on social life, injustice, and hierarchy. More specifically, blending approaches from media studies with ethnography, Broch explores the women-dominated sport of handball in Norway, a country that considers gender equality a basis of democracy. As such, the analyses here show how broadly available meanings about sameness and equality are mediated and experienced through a performative feel for the game.
Author |
: Steve Swink |
Publisher |
: CRC Press |
Total Pages |
: 377 |
Release |
: 2008-10-13 |
ISBN-10 |
: 9781482267334 |
ISBN-13 |
: 1482267330 |
Rating |
: 4/5 (34 Downloads) |
Synopsis Game Feel by : Steve Swink
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe
Author |
: Kelly I. Aliano |
Publisher |
: McFarland |
Total Pages |
: 231 |
Release |
: 2022-10-27 |
ISBN-10 |
: 9781476685496 |
ISBN-13 |
: 1476685495 |
Rating |
: 4/5 (96 Downloads) |
Synopsis The Performance of Video Games by : Kelly I. Aliano
When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.
Author |
: Jocelyn Spence |
Publisher |
: Springer |
Total Pages |
: 228 |
Release |
: 2016-02-25 |
ISBN-10 |
: 9783319283951 |
ISBN-13 |
: 3319283952 |
Rating |
: 4/5 (51 Downloads) |
Synopsis Performative Experience Design by : Jocelyn Spence
This book presents a novel framework for understanding and designing performative experiences with digital technologies. It introduces readers to performance theory and practice in the context of HCI and gives a practical and holistic approach for understanding complex interactions with digital technologies at the far end of third-wave HCI. The author presents a step-by-step explanation of the Performative Experience Design methodology, along with a detailed case study of the design process as it was applied to co-located digital photo sharing. Finally, the text offers guidelines for design and a vision of how PED can contribute to an ethical, critical, exploratory, and humane understanding of the ways that we engage meaningfully with digital technology. Researchers, students and practitioners working in this important and evolving field will find this state-of-the-art book a valuable addition to their reading.
Author |
: Robin James Stuart Sloan |
Publisher |
: CRC Press |
Total Pages |
: 175 |
Release |
: 2015-05-07 |
ISBN-10 |
: 9781498760263 |
ISBN-13 |
: 1498760260 |
Rating |
: 4/5 (63 Downloads) |
Synopsis Virtual Character Design for Games and Interactive Media by : Robin James Stuart Sloan
While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more
Author |
: Douglas Robinson |
Publisher |
: Routledge |
Total Pages |
: 300 |
Release |
: 2003-09-02 |
ISBN-10 |
: 9781134420384 |
ISBN-13 |
: 1134420382 |
Rating |
: 4/5 (84 Downloads) |
Synopsis Performative Linguistics by : Douglas Robinson
In this book, Douglas Robinson introduces a new distinction between 'constative' and 'performative' linguistics, arguing that Austin's distinction can be used to understand linguistic methodologies. Constative linguistics, Robinson suggests, includes methodologies aimed at 'freezing' language as an abstract sign system, while performative linguistics explores how language is used or 'performed' in those speech situations. Robinson then tests his hypothesis on the act of translation. Drawing on a range of language scholars and theorists, Performative Linguistics consolidates the many disparate action-approaches to language into a new paradigm for the study of language.
Author |
: Brian Upton |
Publisher |
: CRC Press |
Total Pages |
: 135 |
Release |
: 2017-10-31 |
ISBN-10 |
: 9781315398006 |
ISBN-13 |
: 1315398001 |
Rating |
: 4/5 (06 Downloads) |
Synopsis Situational Game Design by : Brian Upton
Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form.
Author |
: Mike Jungbluth |
Publisher |
: CRC Press |
Total Pages |
: 222 |
Release |
: 2024-03-15 |
ISBN-10 |
: 9781003854616 |
ISBN-13 |
: 1003854613 |
Rating |
: 4/5 (16 Downloads) |
Synopsis Directing Game Animation by : Mike Jungbluth
The best character animation has a strong creative intent, driving a compelling performance. With the addition of interactivity, game animation adds complexity to the craft of how best to balance art, design and technology to realize a character’s performance. As a director, you are responsible for not only defining a vision for how those should balance but also being a leader, mentor and advocate for your team. But in a field of rapid iteration of ideas and techniques, that strong creative intent can be easily lost or sacrificed if not properly fostered and defined. Directing Game Animation: Building a Vision and a Team with Intent breaks down the process of creating an intentional animation vision that can be both unique and flexible. From defining the high-level experience to breaking down tech needs, projecting a team size and empowering everyone to work together, this book will help you to wrap your mind around a project’s animation needs. Animation, like every part of a game, cannot succeed—let alone function—in a vacuum. This book looks to foster a discussion around the process, needs and benefits of an empowered animation team and its vision as a universal benefit for the entire industry. This book is a guide to answer some of the most common questions people encounter when engaging with the overlap between creative and project leadership. What is your role? Learn how to establish expectations and needs specific to the project and team. How do you establish a vision? Learn how to better define and communicate creative topics such as a cohesive character performance and animation style. How do you build a team? Learn how to establish early on the team structure, skills and workflows needed to deliver on the needs of the project. How do you balance creative and production needs? Learn how to define quality, reviews and approvals in a way that empowers creativity and decision-making.
Author |
: Vanessa Theme Ament |
Publisher |
: Routledge |
Total Pages |
: 275 |
Release |
: 2021-11-25 |
ISBN-10 |
: 9781000461206 |
ISBN-13 |
: 1000461203 |
Rating |
: 4/5 (06 Downloads) |
Synopsis The Foley Grail by : Vanessa Theme Ament
This book teaches you how to master classic and cutting edge Foley techniques in order to create rich and convincing sound for any medium, be it film, television, radio, podcasts, animation, or games. Award-winning Foley artist Vanessa Theme Ament demonstrates how Foley is designed, crafted, and edited for any project, down to the nuts and bolts of spotting, cueing, and performing sounds. Various renowned sound artists provide a treasure trove of indispensable shortcuts, hot tips, and other valuable tricks of the trade. This updated third edition features the following: New chapters dedicated to Foley in games, television, broadcasting, and animation, as well as what is new in sound for media education A multitude of sound "recipes" that include proven Foley methods you can immediately use on your own projects A diverse range of case studies from well-known films, shows, games, and animation Interviews with current sound artists from around the world By exploring the entire audio post-production process, this book provides you with an excellent understanding of where Foley fits in the business of filmmaking and is a perfect guide for both newcomers and experienced sound designers wanting to learn more about this art. Accompanying the book are online resources featuring video demonstrations of Foley artists at work, video tutorials of specific Foley techniques, lectures from the author and more.
Author |
: Darshana Jayemanne |
Publisher |
: Springer |
Total Pages |
: 330 |
Release |
: 2017-07-12 |
ISBN-10 |
: 9783319544519 |
ISBN-13 |
: 3319544519 |
Rating |
: 4/5 (19 Downloads) |
Synopsis Performativity in Art, Literature, and Videogames by : Darshana Jayemanne
This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences’ experience of art. The frame, as a site of paradox, links the book’s discussion of theory with close readings of texts, which include artworks, books and videogames. The resulting method is interdisciplinary in scope and will be of use to researchers interested in the performative aspects of gaming, art, digital storytelling and nonlinear narrative.