Playing With Videogames
Download Playing With Videogames full books in PDF, epub, and Kindle. Read online free Playing With Videogames ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads.
Author |
: James Newman |
Publisher |
: Routledge |
Total Pages |
: 225 |
Release |
: 2008-08-18 |
ISBN-10 |
: 9781134173013 |
ISBN-13 |
: 1134173016 |
Rating |
: 4/5 (13 Downloads) |
Synopsis Playing with Videogames by : James Newman
Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.
Author |
: Dawn Stobbart |
Publisher |
: BRILL |
Total Pages |
: 297 |
Release |
: 2019-01-04 |
ISBN-10 |
: 9781848882959 |
ISBN-13 |
: 1848882955 |
Rating |
: 4/5 (59 Downloads) |
Synopsis Engaging with Videogames: Play, Theory and Practice by : Dawn Stobbart
This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.
Author |
: James Newman |
Publisher |
: Routledge |
Total Pages |
: 348 |
Release |
: 2008-08-18 |
ISBN-10 |
: 9781134173006 |
ISBN-13 |
: 1134173008 |
Rating |
: 4/5 (06 Downloads) |
Synopsis Playing with Videogames by : James Newman
Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.
Author |
: Matthew Thomas Payne |
Publisher |
: NYU Press |
Total Pages |
: 376 |
Release |
: 2019-03-26 |
ISBN-10 |
: 9781479805921 |
ISBN-13 |
: 1479805920 |
Rating |
: 4/5 (21 Downloads) |
Synopsis How to Play Video Games by : Matthew Thomas Payne
Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Author |
: Teace Snyder |
Publisher |
: Lulu.com |
Total Pages |
: 92 |
Release |
: 2012-02-01 |
ISBN-10 |
: 9781105304521 |
ISBN-13 |
: 1105304523 |
Rating |
: 4/5 (21 Downloads) |
Synopsis Play Reality: How Videogames are Changing EVERYTHING by : Teace Snyder
Play Reality: How Videogames are Changing EVERYTHING, is Jayne Gackenbach's and Teace Snyder's first book together and, like, the twentieth or something between the two of them. Jayne Gackenbach is a well-respected videogame and dream researcher and Teace Snyder is a 'kind of' well-respected hardcore gamer and lifelong writer. Jayne works at, and can be contacted through, Grant MacEwan University, where she has taught and researched for 21 years, and, Teace, oversees, and can be contacted through his website, www.teace.ca, which he created and launched in 2007. Oh yeah, and by the way, they're mother and son too, and, are currently living in Edmonton, Alberta, Canada, where they regularly express the endless bounds of their geekiness and hold hipsters in utter contempt.
Author |
: Barrie Gunter |
Publisher |
: A&C Black |
Total Pages |
: 186 |
Release |
: 1998-01-01 |
ISBN-10 |
: 1850758336 |
ISBN-13 |
: 9781850758334 |
Rating |
: 4/5 (36 Downloads) |
Synopsis The Effects of Video Games on Children by : Barrie Gunter
The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.
Author |
: Steve Holmes |
Publisher |
: Routledge |
Total Pages |
: 345 |
Release |
: 2017-09-11 |
ISBN-10 |
: 9781351399470 |
ISBN-13 |
: 1351399470 |
Rating |
: 4/5 (70 Downloads) |
Synopsis The Rhetoric of Videogames as Embodied Practice by : Steve Holmes
The Rhetoric of Videogames as Embodied Practice offers a critical reassessment of embodiment and materiality in rhetorical considerations of videogames. Holmes argues that rhetorical and philosophical conceptions of "habit" offer a critical resource for describing the interplay between thinking (writing and rhetoric) and embodiment. The book demonstrates how Aristotle's understanding of character (ethos), habit (hexis), and nature (phusis) can productively connect rhetoric to what Holmes calls "procedural habits": the ways in which rhetoric emerges from its interactions with the dynamic accumulation of conscious and nonconscious embodied experiences that consequently give rise to meaning, procedural subjectivity, control, and communicative agency both in digital game design discourse and the activity of play.
Author |
: Peter Vorderer |
Publisher |
: Routledge |
Total Pages |
: 605 |
Release |
: 2012-10-12 |
ISBN-10 |
: 9781135257477 |
ISBN-13 |
: 1135257477 |
Rating |
: 4/5 (77 Downloads) |
Synopsis Playing Video Games by : Peter Vorderer
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.
Author |
: Nelson Zagalo |
Publisher |
: Springer Nature |
Total Pages |
: 282 |
Release |
: 2019-12-26 |
ISBN-10 |
: 9783030379834 |
ISBN-13 |
: 3030379833 |
Rating |
: 4/5 (34 Downloads) |
Synopsis Videogame Sciences and Arts by : Nelson Zagalo
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 |
: Barrie Gunter |
Publisher |
: Springer |
Total Pages |
: 298 |
Release |
: 2016-06-21 |
ISBN-10 |
: 9781137579850 |
ISBN-13 |
: 1137579854 |
Rating |
: 4/5 (50 Downloads) |
Synopsis Does Playing Video Games Make Players More Violent? by : Barrie Gunter
This book is an academic work which reviews and critiques the research literature concerning violent games and their alleged effects on players. It examines the debates about the potential effects of these games and the divisions between scholars working in the field. It places the research on violent video games in the longer historical context of scholarly work on media violence. It examines research from around the world on the nature of video games and their effects. It provides a critique of relevant theories of media violence effects and in particular theories developed within the older media violence literature and then considers how useful this and newer scholarly work might be for policy-makers and regulators. The book identifies where gaps exist in the extent literature and where future research attention might be directed.