Contemporary Research on Intertextuality in Video Games

Contemporary Research on Intertextuality in Video Games
Author :
Publisher : IGI Global
Total Pages : 390
Release :
ISBN-10 : 9781522504788
ISBN-13 : 1522504788
Rating : 4/5 (88 Downloads)

Synopsis Contemporary Research on Intertextuality in Video Games by : Duret, Christophe

Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.

Gender and Contemporary Horror in Comics, Games and Transmedia

Gender and Contemporary Horror in Comics, Games and Transmedia
Author :
Publisher : Emerald Group Publishing
Total Pages : 226
Release :
ISBN-10 : 9781787691070
ISBN-13 : 1787691071
Rating : 4/5 (70 Downloads)

Synopsis Gender and Contemporary Horror in Comics, Games and Transmedia by : Robert Shail

Despite the constant changes in contemporary popular media, the horror genre retains its attraction for audiences of all backgrounds. This edited collection explores modern representations of gender in horror and how this factors into the genre's appeal.

Videogames and Agency

Videogames and Agency
Author :
Publisher : Taylor & Francis
Total Pages : 173
Release :
ISBN-10 : 9781000829877
ISBN-13 : 1000829871
Rating : 4/5 (77 Downloads)

Synopsis Videogames and Agency by : Bettina Bódi

Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
Author :
Publisher : IGI Global
Total Pages : 958
Release :
ISBN-10 : 9781799872733
ISBN-13 : 1799872734
Rating : 4/5 (33 Downloads)

Synopsis Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning by : Lane, Carol-Ann

Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

Popular Music in the Nostalgia Video Game

Popular Music in the Nostalgia Video Game
Author :
Publisher : Springer
Total Pages : 173
Release :
ISBN-10 : 9783030042813
ISBN-13 : 3030042812
Rating : 4/5 (13 Downloads)

Synopsis Popular Music in the Nostalgia Video Game by : Andra Ivănescu

This book looks at the uses of popular music in the newly-redefined category of the nostalgia game, exploring the relationship between video games, popular music, nostalgia, and socio-cultural contexts. History, gender, race, and media all make significant appearances in this interdisciplinary work, as it explores what some of the most critically acclaimed games of the past two decades (including both AAA titles like Fallout and BioShock, and more cult releases like Gone Home and Evoland) tell us about our relationship to our past and our future. Appropriated music is the common thread throughout these chapters, engaging these broader discourses in heterogeneous ways. This volume offers new perspectives on how the intersection between popular music, nostalgia, and video games, can be examined, revealing much about our relationship to the past and our hopes for the future.

Ready Reader One

Ready Reader One
Author :
Publisher : LSU Press
Total Pages : 359
Release :
ISBN-10 : 9780807182277
ISBN-13 : 0807182273
Rating : 4/5 (77 Downloads)

Synopsis Ready Reader One by : Megan Amber Condis

Ready Reader One explores the many ways literature depicts, engages with, and imagines videogames and gamers. The diverse group of authors included in this collection take an expansive view of “videogame literature,” with essays that consider written works ranging from life writing to speculative fiction to videogame guides created for the internet. In an age of ever-increasing gamification, in which gaming literacy is important to understanding popular culture and technological power, Ready Reader One examines the role of videogame literature in explaining not only how we play videogames, but how we read and write about them.

A Multimodal Approach to Video Games and the Player Experience

A Multimodal Approach to Video Games and the Player Experience
Author :
Publisher : Routledge
Total Pages : 241
Release :
ISBN-10 : 9781351184755
ISBN-13 : 135118475X
Rating : 4/5 (55 Downloads)

Synopsis A Multimodal Approach to Video Games and the Player Experience by : Weimin Toh

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.

(Not) In the Game

(Not) In the Game
Author :
Publisher : Walter de Gruyter GmbH & Co KG
Total Pages : 230
Release :
ISBN-10 : 9783110732924
ISBN-13 : 3110732920
Rating : 4/5 (24 Downloads)

Synopsis (Not) In the Game by : Regina Seiwald

How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.

Rockstar Games and American History

Rockstar Games and American History
Author :
Publisher : Walter de Gruyter GmbH & Co KG
Total Pages : 265
Release :
ISBN-10 : 9783110716696
ISBN-13 : 3110716690
Rating : 4/5 (96 Downloads)

Synopsis Rockstar Games and American History by : Esther Wright

For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, this book offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar’s brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Watch our book talk with the author Esther Wright here: https://youtu.be/AaC_9XsX-CQ

Game History and the Local

Game History and the Local
Author :
Publisher : Springer Nature
Total Pages : 246
Release :
ISBN-10 : 9783030664220
ISBN-13 : 3030664228
Rating : 4/5 (20 Downloads)

Synopsis Game History and the Local by : Melanie Swalwell

This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.