The Language Of Gaming
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Author |
: Astrid Ensslin |
Publisher |
: Bloomsbury Publishing |
Total Pages |
: 219 |
Release |
: 2017-09-16 |
ISBN-10 |
: 9780230357082 |
ISBN-13 |
: 0230357083 |
Rating |
: 4/5 (82 Downloads) |
Synopsis The Language of Gaming by : Astrid Ensslin
This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.
Author |
: Richard D. Duke |
Publisher |
: |
Total Pages |
: 184 |
Release |
: 2014-07-10 |
ISBN-10 |
: 3763954236 |
ISBN-13 |
: 9783763954230 |
Rating |
: 4/5 (36 Downloads) |
Synopsis Gaming: The Future's Language by : Richard D. Duke
Author |
: Gina Bloom |
Publisher |
: University of Michigan Press |
Total Pages |
: 305 |
Release |
: 2018-07-10 |
ISBN-10 |
: 9780472053810 |
ISBN-13 |
: 0472053817 |
Rating |
: 4/5 (10 Downloads) |
Synopsis Gaming the Stage by : Gina Bloom
Illuminates the fascinating, intertwined histories of games and the Early Modern theater
Author |
: Mario Biagioli |
Publisher |
: MIT Press |
Total Pages |
: 307 |
Release |
: 2020-01-28 |
ISBN-10 |
: 9780262356572 |
ISBN-13 |
: 0262356570 |
Rating |
: 4/5 (72 Downloads) |
Synopsis Gaming the Metrics by : Mario Biagioli
How the increasing reliance on metrics to evaluate scholarly publications has produced new forms of academic fraud and misconduct. The traditional academic imperative to “publish or perish” is increasingly coupled with the newer necessity of “impact or perish”—the requirement that a publication have “impact,” as measured by a variety of metrics, including citations, views, and downloads. Gaming the Metrics examines how the increasing reliance on metrics to evaluate scholarly publications has produced radically new forms of academic fraud and misconduct. The contributors show that the metrics-based “audit culture” has changed the ecology of research, fostering the gaming and manipulation of quantitative indicators, which lead to the invention of such novel forms of misconduct as citation rings and variously rigged peer reviews. The chapters, written by both scholars and those in the trenches of academic publication, provide a map of academic fraud and misconduct today. They consider such topics as the shortcomings of metrics, the gaming of impact factors, the emergence of so-called predatory journals, the “salami slicing” of scientific findings, the rigging of global university rankings, and the creation of new watchdogs and forensic practices.
Author |
: Paolo Ruffino |
Publisher |
: MIT Press |
Total Pages |
: 162 |
Release |
: 2018-05-04 |
ISBN-10 |
: 9781906897550 |
ISBN-13 |
: 1906897557 |
Rating |
: 4/5 (50 Downloads) |
Synopsis Future Gaming by : Paolo Ruffino
A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.
Author |
: Andy Robertson |
Publisher |
: Unbound Publishing |
Total Pages |
: 379 |
Release |
: 2021-01-21 |
ISBN-10 |
: 9781783528936 |
ISBN-13 |
: 1783528931 |
Rating |
: 4/5 (36 Downloads) |
Synopsis Taming Gaming by : Andy Robertson
Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.
Author |
: Garry Crawford |
Publisher |
: Routledge |
Total Pages |
: 313 |
Release |
: 2013-03 |
ISBN-10 |
: 9781135275051 |
ISBN-13 |
: 113527505X |
Rating |
: 4/5 (51 Downloads) |
Synopsis Gamers by : Garry Crawford
This book explores patterns of gameplay and sociality afforded by online gaming. Bringing together essays from leading and emerging academics, this book explores key issues in understanding online gaming, including: patterns of play, legality, production, identity, gamer communities, communication, social exclusion and inclusion, and considers future directions in online gaming.
Author |
: Heather E. Schwartz |
Publisher |
: Video Game Revolution |
Total Pages |
: 33 |
Release |
: 2019-08 |
ISBN-10 |
: 9781543571561 |
ISBN-13 |
: 1543571565 |
Rating |
: 4/5 (61 Downloads) |
Synopsis The History of Gaming by : Heather E. Schwartz
In the 1970s Atari became the leader in home video gaming with the Atari 2600. But were they the first? And how did it evolve into the revolutionary games and systems of today? The answers to these questions and more are just a few pages away.
Author |
: Steven E. Jones |
Publisher |
: Routledge |
Total Pages |
: 338 |
Release |
: 2008-04-11 |
ISBN-10 |
: 9781135902179 |
ISBN-13 |
: 1135902178 |
Rating |
: 4/5 (79 Downloads) |
Synopsis The Meaning of Video Games by : Steven E. Jones
The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.
Author |
: James Paul Gee |
Publisher |
: Routledge |
Total Pages |
: 218 |
Release |
: 2014-06-20 |
ISBN-10 |
: 9781317684466 |
ISBN-13 |
: 131768446X |
Rating |
: 4/5 (66 Downloads) |
Synopsis Unified Discourse Analysis by : James Paul Gee
Discourse Analysis is becoming increasingly "multimodal", concerned primarily with the interplay of language, image and sound. Video Games allow humans to create, live in and have conversations with new multimodal worlds. In this ground-breaking new textbook, best-selling author and experienced gamer, James Paul Gee, sets out a new theory and method of discourse analysis which applies to language, the real world, science and video games. Rather than analysing the language of video games, this book uses discourse analysis to study games as communicational forms. Gee argues that language, science, games and everyday life are deeply related and each is a series of conversations. Discourse analysis should not be just about language, but about human interactions with the world, with games, and with each other, interactions that make meaning and sustain lives amid risk and complexity. Written in a highly accessible style and drawing on a wide range of video games from World of Warcraft and Chibi-Robo to Tetris, this engaging textbook is essential reading for students in discourse analysis, new media and digital culture.