Roleplaying Games In The Digital Age
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Author |
: Stephanie Hedge |
Publisher |
: McFarland |
Total Pages |
: 242 |
Release |
: 2021-02-22 |
ISBN-10 |
: 9781476676869 |
ISBN-13 |
: 1476676860 |
Rating |
: 4/5 (69 Downloads) |
Synopsis Roleplaying Games in the Digital Age by : Stephanie Hedge
The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players. Such shifts elicit new scholarly perspectives. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.
Author |
: Constance Steinkuehler |
Publisher |
: Cambridge University Press |
Total Pages |
: 489 |
Release |
: 2012-06-11 |
ISBN-10 |
: 9781139510219 |
ISBN-13 |
: 1139510215 |
Rating |
: 4/5 (19 Downloads) |
Synopsis Games, Learning, and Society by : Constance Steinkuehler
This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.
Author |
: Chris Pramas |
Publisher |
: |
Total Pages |
: 0 |
Release |
: 2017-06-20 |
ISBN-10 |
: 193454762X |
ISBN-13 |
: 9781934547625 |
Rating |
: 4/5 (2X Downloads) |
Synopsis Dragon Age RPG Core Rulebook by : Chris Pramas
In Dragon Age, a pen & paper roleplaying game of dark fantasy adventure, you and your friends take on the personas of warriors, mages, and rogues in the world of Thedas and try to make your names by overcoming sinister foes and deadly challenges. Based on the video game franchise, this Core Rulebook includes the full rules for the Dragon Age RPG under one cover for the first time, including the Adventure Game Engine.
Author |
: Gerald A. Voorhees |
Publisher |
: Bloomsbury Publishing USA |
Total Pages |
: 387 |
Release |
: 2012-02-16 |
ISBN-10 |
: 9781441141088 |
ISBN-13 |
: 1441141081 |
Rating |
: 4/5 (88 Downloads) |
Synopsis Dungeons, Dragons, and Digital Denizens by : Gerald A. Voorhees
Dungeons, Dragons, and Digital Denizens is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games.
Author |
: M.J. Clarke |
Publisher |
: Bloomsbury Publishing USA |
Total Pages |
: 239 |
Release |
: 2020-04-16 |
ISBN-10 |
: 9781501356438 |
ISBN-13 |
: 1501356437 |
Rating |
: 4/5 (38 Downloads) |
Synopsis Indie Games in the Digital Age by : M.J. Clarke
A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.
Author |
: Felipe Pepe |
Publisher |
: |
Total Pages |
: 528 |
Release |
: 2019-09 |
ISBN-10 |
: 1999353307 |
ISBN-13 |
: 9781999353308 |
Rating |
: 4/5 (07 Downloads) |
Synopsis The CRPG Book: A Guide to Computer Role-Playing Games by : Felipe Pepe
Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.
Author |
: Patrick Hickey, Jr. |
Publisher |
: McFarland |
Total Pages |
: 245 |
Release |
: 2023-01-20 |
ISBN-10 |
: 9781476688541 |
ISBN-13 |
: 1476688540 |
Rating |
: 4/5 (41 Downloads) |
Synopsis The Minds Behind PlayStation 2 Games by : Patrick Hickey, Jr.
Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
Author |
: Kelly I. Aliano |
Publisher |
: McFarland |
Total Pages |
: 231 |
Release |
: 2022-10-27 |
ISBN-10 |
: 9781476647906 |
ISBN-13 |
: 1476647909 |
Rating |
: 4/5 (06 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 |
: Patrick Hickey, Jr. |
Publisher |
: McFarland |
Total Pages |
: 292 |
Release |
: 2022-07-08 |
ISBN-10 |
: 9781476645018 |
ISBN-13 |
: 1476645019 |
Rating |
: 4/5 (18 Downloads) |
Synopsis The Minds Behind Sega Genesis Games by : Patrick Hickey, Jr.
Prior to the arrival of the Sega Genesis, video games were still largely considered "kid stuff," but with a far more mature and eclectic range of titles, and an understanding of what gamers wanted, Sega and its Genesis/Mega Drive console began to shift the expectations for what gaming could be. Never scared to innovate, Sega's impact on the industry continues to this day through the games they originally developed and the technology their consoles pushed into the mainstream. Featuring interviews with the creators of over 40 games on the Sega Genesis console including Sonic the Hedgehog 2, Altered Beast, Aladdin, Earthworm Jim and NHL 95, this book gives a behind-the-scenes look at the creation of some of the influential, iconic, and sometimes forgotten games on Sega's most important contribution to the game industry. The interviewees reveal the challenges of working with mega publishers, the uncertainties of public reception, and the creative processes that produced some of the 16-bit era's classic titles.
Author |
: Patrick Hickey, Jr. |
Publisher |
: McFarland |
Total Pages |
: 274 |
Release |
: 2021-03-15 |
ISBN-10 |
: 9781476682730 |
ISBN-13 |
: 1476682739 |
Rating |
: 4/5 (30 Downloads) |
Synopsis The Minds Behind Shooter Games by : Patrick Hickey, Jr.
Featuring interviews with the creators of 39 popular video games--including Halo 3, Call of Duty: Modern Warfare, Medal of Honor and Metroid Prime--this book gives a behind-the-scenes look at the origins of some of the most iconic shooter games. Interviewees recount endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the genre and the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.