Independent Videogames
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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 |
: Paolo Ruffino |
Publisher |
: Routledge |
Total Pages |
: 0 |
Release |
: 2022-08 |
ISBN-10 |
: 0367563401 |
ISBN-13 |
: 9780367563400 |
Rating |
: 4/5 (01 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 |
: Mark J.P. Wolf |
Publisher |
: Taylor & Francis |
Total Pages |
: 832 |
Release |
: 2023-06-19 |
ISBN-10 |
: 9781000886023 |
ISBN-13 |
: 1000886026 |
Rating |
: 4/5 (23 Downloads) |
Synopsis The Routledge Companion to Video Game Studies by : Mark J.P. Wolf
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
Author |
: David S. Heineman |
Publisher |
: Indiana University Press |
Total Pages |
: 269 |
Release |
: 2015-08-03 |
ISBN-10 |
: 9780253017185 |
ISBN-13 |
: 0253017181 |
Rating |
: 4/5 (85 Downloads) |
Synopsis Thinking about Video Games by : David S. Heineman
The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences. These experts and others offer fascinating perspectives on video games, game studies, gaming culture, and the game industry more broadly.
Author |
: Bettina Bódi |
Publisher |
: Taylor & Francis |
Total Pages |
: 173 |
Release |
: 2022-12-30 |
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.
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 |
: Neal Roger Tringham |
Publisher |
: CRC Press |
Total Pages |
: 540 |
Release |
: 2014-09-10 |
ISBN-10 |
: 9781040074619 |
ISBN-13 |
: 1040074618 |
Rating |
: 4/5 (19 Downloads) |
Synopsis Science Fiction Video Games by : Neal Roger Tringham
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a
Author |
: Mike Diver |
Publisher |
: LOM ART |
Total Pages |
: 0 |
Release |
: 2016-03-24 |
ISBN-10 |
: 1910552364 |
ISBN-13 |
: 9781910552360 |
Rating |
: 4/5 (64 Downloads) |
Synopsis Indie Games by : Mike Diver
COMPUTER GAMES / ONLINE GAMES: STRATEGY GUIDES. Everything you need to know about the exciting new trend of indie gaming. Independently made video games have become some of the most original, ingenious and successful games available on the market today. Matched against giant tech companies and their mammoth-budget franchises, indies, have demonstrated the extraordinary impact that individuals and small teams can have on the direction of the gaming world. Mike Diver takes us behind the scenes to explore this incredible movement, where freedom from major studios has allowed for near-infinite possibilities, revolutionizing gaming mechanics and remoulding genres. Including interviews with legendary developers such as Tim Schafer and David Braben as well as the brains behind newer studios such as The Chinese Room, Hello Games and Simogo, Indie Games introduces us to the personalities, the passion and the practicalities that have transformed an industry.
Author |
: Ewan Kirkland |
Publisher |
: Routledge |
Total Pages |
: 216 |
Release |
: 2021-10-01 |
ISBN-10 |
: 9781000453102 |
ISBN-13 |
: 1000453103 |
Rating |
: 4/5 (02 Downloads) |
Synopsis Videogames and the Gothic by : Ewan Kirkland
This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic influences of horror on digital gaming, Ewan Kirkland focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny. He explores the extent to which imagery, storylines and narrative preoccupations taken from Gothic fiction facilitate the affordances and limitations of the videogame medium. A core contention of this book is that videogames have developed as an inherently Gothic form of popular entertainment. Arguing for close proximity between Gothic culture and the videogame medium itself, this book will be a key contribution to both Gothic and digital game scholarship; as such, it will have resonance with scholars and students in both areas, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction.
Author |
: Andreas Rauscher |
Publisher |
: Routledge |
Total Pages |
: 361 |
Release |
: 2020-10-18 |
ISBN-10 |
: 9781000224214 |
ISBN-13 |
: 100022421X |
Rating |
: 4/5 (14 Downloads) |
Synopsis Comics and Videogames by : Andreas Rauscher
This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.