Hollywood Gamers
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Author |
: Robert Alan Brookey |
Publisher |
: Indiana University Press |
Total Pages |
: 188 |
Release |
: 2010-08-26 |
ISBN-10 |
: 9780253004673 |
ISBN-13 |
: 0253004675 |
Rating |
: 4/5 (73 Downloads) |
Synopsis Hollywood Gamers by : Robert Alan Brookey
For years, major film studios have licensed products related to their most popular films; video game spin-offs have become an important part of these licensing practices. Where blockbuster films are concerned, the video game release has become the rule rather than the exception. In Hollywood Gamers, Robert Alan Brookey explores the business conditions and technological developments that have facilitated the convergence of the film and video game industries. Brookey treats video games as rhetorical texts and critically examines several games to determine how specific industrial conditions are manifest in game design. Among the games (and films) discussed are Lord of the Rings, The Godfather, Spider-Man, and Iron Man.
Author |
: Gretchen Papazian |
Publisher |
: McFarland |
Total Pages |
: 233 |
Release |
: 2013-02-06 |
ISBN-10 |
: 9781476601854 |
ISBN-13 |
: 1476601852 |
Rating |
: 4/5 (54 Downloads) |
Synopsis Game On, Hollywood! by : Gretchen Papazian
The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities across modes of storytelling (showing, telling, interacting), explore the consequences of time, place and ideology, and propose critical approaches to the vastness of narrative in the age of multimedia storytelling. The video games and film texts discussed include The Warriors (1979 film; 2005 video game), GoldenEye (1995 film), GoldenEye 007 (1997 and 2011 video games), Buffy the Vampire Slayer (2000-2004, television show), Buffy the Vampire Slayer: Chaos Bleeds (2003 video game), Prince of Persia: The Sands of Time (2003 video game; 2010 film), the Star Wars franchise empire (1977 on), Afro Samurai (2009 video game), and Disney's Epic Mickey (2010 video game).
Author |
: Gretchen Papazian |
Publisher |
: McFarland |
Total Pages |
: 233 |
Release |
: 2013-02-18 |
ISBN-10 |
: 9780786471140 |
ISBN-13 |
: 078647114X |
Rating |
: 4/5 (40 Downloads) |
Synopsis Game On, Hollywood! by : Gretchen Papazian
The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities across modes of storytelling (showing, telling, interacting), explore the consequences of time, place and ideology, and propose critical approaches to the vastness of narrative in the age of multimedia storytelling. The video games and film texts discussed include The Warriors (1979 film; 2005 video game), GoldenEye (1995 film), GoldenEye 007 (1997 and 2011 video games), Buffy the Vampire Slayer (2000-2004, television show), Buffy the Vampire Slayer: Chaos Bleeds (2003 video game), Prince of Persia: The Sands of Time (2003 video game; 2010 film), the Star Wars franchise empire (1977 on), Afro Samurai (2009 video game), and Disney's Epic Mickey (2010 video game).
Author |
: Jamie Russell |
Publisher |
: Yellow Ant Media Limited |
Total Pages |
: 321 |
Release |
: 2012 |
ISBN-10 |
: 0956507247 |
ISBN-13 |
: 9780956507242 |
Rating |
: 4/5 (47 Downloads) |
Synopsis Generation Xbox by : Jamie Russell
Hollywood is under attack from videogames. Movies defined the 20th century but games are now pushing them aside as the medium that captures our time, fascination and money. Generation Xbox digs into the love-hate relationship between games and cinema that has led us to this point. It's a story of disaster, triumph and Angelia Jolie in hot pants. Learn how Steven Spielberg's game-making dreams fell apart and why Silicon Valley pioneers wooed Stanley Kubrick. Discover the story behind the failed Halo movie, how videogame tech paved the way for Avatar, and what companies like Ubisoft and Valve are doing to take gaming to the next level. Based on more than 100 interviews with leading figures from videogames and Hollywood, Generation Xbox is the definitive history of an epic power struggle that has reshaped the entertainment landscape. Are you ready to play?
Author |
: Michael Fuchs |
Publisher |
: Bloomsbury Publishing USA |
Total Pages |
: 297 |
Release |
: 2019-02-21 |
ISBN-10 |
: 9781501330513 |
ISBN-13 |
: 1501330519 |
Rating |
: 4/5 (13 Downloads) |
Synopsis Intermedia Games—Games Inter Media by : Michael Fuchs
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.
Author |
: William Gibbons |
Publisher |
: Oxford University Press |
Total Pages |
: 977 |
Release |
: 2024 |
ISBN-10 |
: 9780197556160 |
ISBN-13 |
: 0197556167 |
Rating |
: 4/5 (60 Downloads) |
Synopsis The Oxford Handbook of Video Game Music and Sound by : William Gibbons
Bringing together dozens of leading scholars from across the world to address topics from pinball to the latest in virtual reality, The Oxford Handbook of Video Game Music and Sound is the most comprehensive and multifaceted single-volume source in the rapidly expanding field of game audio research.
Author |
: Paolo Ruffino |
Publisher |
: Routledge |
Total Pages |
: 270 |
Release |
: 2020-10-07 |
ISBN-10 |
: 9781000201154 |
ISBN-13 |
: 1000201155 |
Rating |
: 4/5 (54 Downloads) |
Synopsis Independent Videogames by : Paolo Ruffino
Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.
Author |
: Daniel Hardcastle |
Publisher |
: Unbound Publishing |
Total Pages |
: 334 |
Release |
: 2019-09-19 |
ISBN-10 |
: 9781783527892 |
ISBN-13 |
: 1783527897 |
Rating |
: 4/5 (92 Downloads) |
Synopsis Fuck Yeah, Video Games by : Daniel Hardcastle
'A labour of undiluted love and enthusiasm' Daily Telegraph As Daniel Hardcastle careers towards thirty, he looks back on what has really made him happy in life: the friends, the romances... the video games. Told through encounters with the most remarkable – and the most mind-boggling – games of the last thirty-odd years, Fuck Yeah, Video Games is also a love letter to the greatest hobby in the world. From God of War to Tomb Raider, Pokémon to The Sims, Daniel relives each game with countless in-jokes, obscure references and his signature wit, as well as intricate, original illustrations by Rebecca Maughan. Alongside this march of merriment are chapters dedicated to the hardware behind the games: a veritable history of Sony, Nintendo, Sega and Atari consoles. Joyous, absurd, personal and at times sweary, Daniel's memoir is a celebration of the sheer brilliance of video games.
Author |
: Duret, Christophe |
Publisher |
: IGI Global |
Total Pages |
: 390 |
Release |
: 2016-06-16 |
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.
Author |
: Daniel Bernardi |
Publisher |
: Univ of California Press |
Total Pages |
: 320 |
Release |
: 2017-09-12 |
ISBN-10 |
: 9780520285651 |
ISBN-13 |
: 0520285654 |
Rating |
: 4/5 (51 Downloads) |
Synopsis Off the Page by : Daniel Bernardi
Introduction: screenwriting off the page -- Millennial manic: crisis and change in the business of screenwriting -- Atop the tentpole: hollywood screenwriting today -- Running the room: screenwriting in expanded television -- New markets and microbudgets: "independent" storytellers -- Screenwriter 2.0: the legitimation of writing for video games -- Conclusion: scripting boundaries