The Grounds Of Gaming
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Author |
: Nicholas Taylor |
Publisher |
: Indiana University Press |
Total Pages |
: 225 |
Release |
: 2024-12-02 |
ISBN-10 |
: 9780253071255 |
ISBN-13 |
: 0253071259 |
Rating |
: 4/5 (55 Downloads) |
Synopsis The Grounds of Gaming by : Nicholas Taylor
How do we make space for video games in the places where we live, work, and play—and who is allowed to feel welcome there? Despite attempts to expand games beyond their conventional audience of young men, the physical contexts of gameplay and production remain off-limits and unsafe for so many. The Grounds of Gaming explores the physical places where games are played and how they contribute to the persistence of gaming's problematic politics. Drawing on fieldwork in an array of sites, author Nicholas Taylor explores the real-world settings where games are played, watched, discussed and designed. Sometimes these places are sticky, dark, and stinky; other times they are pristine and well appointed. Situating its chapters in such scenes as domestic gaming setups, campus computer labs, LAN parties, esports arenas, and convention centers, Taylor maps the infrastructural connections between games, place, masculinity, and whiteness. By inviting us to reconsider gaming's cultural politics from the ground up, The Grounds of Gaming offers new theoretical insights and practical resources regarding how to make game cultures and industries more inclusive.
Author |
: Michael Salmond |
Publisher |
: Bloomsbury Publishing |
Total Pages |
: 518 |
Release |
: 2017-07-06 |
ISBN-10 |
: 9781474255455 |
ISBN-13 |
: 1474255450 |
Rating |
: 4/5 (55 Downloads) |
Synopsis Video Game Design by : Michael Salmond
Video Game Design is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have guide for budding game designers. Industry perspectives from game industry professionals provide fascinating insights into this creative field, and each chapter concludes with a workshop project to help you put what you've learnt into practice to plan and develop your own games. With over 200 images from some of the best-selling, most creative games of the last 30 years, this is an essential introduction to industry practice, helping readers develop practical skills for video game creation. This book is for those seeking a career making video games as part of a studio, small team or as an independent creator. It will guide you from understanding how games engage, entertain and communicate with their audience and take you on a journey as a designer towards creating your own video game experiences. Interviewees include: James Portnow, CEO at Rainmaker Games Brandon Sheffield, Gamasutra.com/Game Developer magazine Steve Gaynor, co-founder The Fullbright Company (Gone Home) Kate Craig, Environment Artist. The Fullbright Company (Gone Home) Adam Saltsman, creator of Canabalt & Gravity Hook Jake Elliott & Tamas Kemenczy, Cardboard Computer (Kentucky Route Zero) Tyson Steele, User Interface Designer, Epic Games Tom Francis, Game Designer, Gunpoint & Floating Point Kareem Ettouney, Art Director, Media Molecule. Little Big Planet 1 & 2, Tearaway. Kenneth Young, Head of Audio, Media Molecule Rex Crowle, Creative Lead, Media Molecule
Author |
: Jennifer Malkowski |
Publisher |
: |
Total Pages |
: 260 |
Release |
: 2017 |
ISBN-10 |
: 0253026474 |
ISBN-13 |
: 9780253026477 |
Rating |
: 4/5 (74 Downloads) |
Synopsis Gaming Representation by : Jennifer Malkowski
Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.
Author |
: Roberto Dillon |
Publisher |
: CRC Press |
Total Pages |
: 260 |
Release |
: 2014-03-27 |
ISBN-10 |
: 9781482216622 |
ISBN-13 |
: 1482216620 |
Rating |
: 4/5 (22 Downloads) |
Synopsis HTML5 Game Development from the Ground Up with Construct 2 by : Roberto Dillon
Integrating hands-on guidance with theoretical game design concepts, this book gives readers a solid foundation in game development. Suitable for beginners, hobbyists, and aspiring indie developers, the book shows how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished, two-dimensional games on a multitude of different platforms. It also covers the foundational knowledge of game analysis and design. Sample Construct 2 project files for the games designed in the book are available on the author's website.
Author |
: Adrienne Shaw |
Publisher |
: U of Minnesota Press |
Total Pages |
: 344 |
Release |
: 2015-01-01 |
ISBN-10 |
: 9781452943442 |
ISBN-13 |
: 1452943443 |
Rating |
: 4/5 (42 Downloads) |
Synopsis Gaming at the Edge by : Adrienne Shaw
Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.
Author |
: |
Publisher |
: |
Total Pages |
: 168 |
Release |
: 1866 |
ISBN-10 |
: NYPL:33433082402151 |
ISBN-13 |
: |
Rating |
: 4/5 (51 Downloads) |
Synopsis The Play Ground; Or, Out-door Games for Boys by :
Author |
: Alenda Y. Chang |
Publisher |
: U of Minnesota Press |
Total Pages |
: 293 |
Release |
: 2019-12-31 |
ISBN-10 |
: 9781452962269 |
ISBN-13 |
: 145296226X |
Rating |
: 4/5 (69 Downloads) |
Synopsis Playing Nature by : Alenda Y. Chang
A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.
Author |
: Frank Elston |
Publisher |
: |
Total Pages |
: 132 |
Release |
: 1908 |
ISBN-10 |
: NYPL:33433066624978 |
ISBN-13 |
: |
Rating |
: 4/5 (78 Downloads) |
Synopsis More Organized Games and Class Play for the School, the Hall, and the Play-ground by : Frank Elston
Author |
: |
Publisher |
: |
Total Pages |
: 396 |
Release |
: 2014 |
ISBN-10 |
: LLMC:MAR6K5V3QK0U |
ISBN-13 |
: |
Rating |
: 4/5 (0U Downloads) |
Synopsis "Code of Massachusetts regulations, 2014" by :
Archival snapshot of entire looseleaf Code of Massachusetts Regulations held by the Social Law Library of Massachusetts as of January 2020.
Author |
: |
Publisher |
: |
Total Pages |
: 338 |
Release |
: 2014 |
ISBN-10 |
: LLMC:MAR6SDV3QK0Y |
ISBN-13 |
: |
Rating |
: 4/5 (0Y Downloads) |
Synopsis The Massachusetts register by :