The Persistence of Code in Game Engine Culture

The Persistence of Code in Game Engine Culture
Author :
Publisher : Routledge
Total Pages : 276
Release :
ISBN-10 : 9780429784408
ISBN-13 : 0429784406
Rating : 4/5 (08 Downloads)

Synopsis The Persistence of Code in Game Engine Culture by : Eric Freedman

With its unique focus on video game engines, the data-driven architectures of game development and play, this innovative textbook examines the impact of software on everyday life and explores the rise of engine-driven culture. Through a series of case studies, Eric Freedman lays out a clear methodology for studying the game development pipeline, and uses the video game engine as a pathway for media scholars and practitioners to navigate the complex terrain of software practice. Examining several distinct software ecosystems that include the proprietary efforts of Amazon, Apple, Capcom, Epic Games and Unity Technologies, and the unique ways that game engines are used in non-game industries, Freedman illustrates why engines matter. The studies bind together designers and players, speak to the labors of the game industry, value the work of both global and regional developers, and establish critical connection points between software and society. Freedman has crafted a much-needed entry point for students new to code, and a research resource for scholars and teachers working in media industries, game development and new media.

Creative Tools and the Softwarization of Cultural Production

Creative Tools and the Softwarization of Cultural Production
Author :
Publisher : Springer Nature
Total Pages : 278
Release :
ISBN-10 : 9783031456930
ISBN-13 : 3031456939
Rating : 4/5 (30 Downloads)

Synopsis Creative Tools and the Softwarization of Cultural Production by : Frédérik Lesage

This book explores how creativity is increasingly designed, marketed, and produced with digital products and services — a process referred to as softwarization. If ‘being creative’ has developed into one of the paradigmatic architectures of power for framing the contemporary subject, then an essential component of this architecture involves its material and symbolic configuration through tools. From image editors to digital audio workstations, video editors to game engines, these modern tools are used by creatives every day, and mastering these increasingly complex technologies is now a near-compulsory pathway to creative work. Despite their ubiquity in cultural production, few have sought to theorize them in aggregate and with interdisciplinary breadth. By bringing disparate creative and methodological traditions in one volume, this book provides a comprehensive overview of approaches for understanding this complex, emerging, and dynamic field that speaks beyond the disciplinary categories of ‘tool,’ ‘instrument,’ and/or ‘software’. It makes a unique intervention in the fields of cultural production and the cultural and creative industries. ​

Enacting Platforms

Enacting Platforms
Author :
Publisher : MIT Press
Total Pages : 245
Release :
ISBN-10 : 9780262379069
ISBN-13 : 0262379066
Rating : 4/5 (69 Downloads)

Synopsis Enacting Platforms by : James Malazita

An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself. In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how does that relationship in part determine what “counts” as the platform itself? Malazita also offers a forward-looking critique of the platform studies framework itself. The Unreal platform serves as a kind of technical and political archive of the games industry, highlighting how the techniques and concerns of games have shifted and accreted over the past 30 years. Today, Unreal is also used in contexts far beyond games, including in public communication, biomedical research, civil engineering, and military simulation and training. The author’s depth of technical analysis, combined with new archival findings, contributes to discussions of topics rarely covered in games studies (such as the politics of graphical rendering algorithms), as well as new readings of previously “closed” case studies (such as the engine’s entanglement with the US military and American masculinity in America’s Army). Culture, Malazita writes, is not “built into” software but emerges through human practices with code.

Artificial Intelligence and Playable Media

Artificial Intelligence and Playable Media
Author :
Publisher : Taylor & Francis
Total Pages : 149
Release :
ISBN-10 : 9781000648553
ISBN-13 : 1000648559
Rating : 4/5 (53 Downloads)

Synopsis Artificial Intelligence and Playable Media by : Eric Freedman

This book introduces readers to artificial intelligence (AI) through the lens of playable media and explores the impact of such software on everyday life. From video games to robotic companions to digital twins, artificial intelligence drives large sectors of the culture industry where play, media and machine learning coexist. This book illustrates how playable media contribute to our sense of self, while also harnessing our data, tightening our bonds with computation and realigning play with the demands of network logic. Author Eric Freedman examines a number of popular media forms - from the Sony AIBO robotic dog, video game developer Naughty Dog’s Uncharted and The Last of Us franchises, to Peloton’s connected fitness equipment - to lay bare the computational processes that undergird playable media, and addresses the social, cultural, technological and economic forces that continue to shape user-centered experience and design. The case studies are drawn from a number of related research fields, including science and technology studies, media studies and software studies. This book is ideal for media studies students, scholars and practitioners interested in understanding how applied artificial intelligence works in popular, public and visual culture.

Honoring the Code

Honoring the Code
Author :
Publisher : CRC Press
Total Pages : 243
Release :
ISBN-10 : 9781466567535
ISBN-13 : 1466567538
Rating : 4/5 (35 Downloads)

Synopsis Honoring the Code by : Matt Barton

If you want to be successful in any area of game development—game design, programming, graphics, sound, or publishing—you should know how standouts in the industry approach their work and address problems. In Honoring the Code: Conversations with Great Game Designers, 16 groundbreaking game developers share their stories and offer advice for anyone aspiring to a career in the games industry. You’ll learn from their triumphs and failures and see how they dealt with sweeping changes in technology, including critical paradigm shifts from CD-ROMs and 3D graphic cards to the Internet and mobile revolution. The book presents in-depth interviews with a diverse mix of game professionals, emphasizing the makers of adventure games, role-playing games, and real-time strategies. It focuses on developers who have contributed to multiple eras or genres as well as those who have hired, taught, or mentored newcomers. Since the mobile revolution has opened up new demographics and new gameplay mechanics, the book features current developers of games for mobile devices. It also explores how indie game developers are making commercial-quality games with a small team mostly using free tools and funded with crowdsourcing applications. While there are plenty of resources available for aspiring game developers to learn the necessary technical skills, there is hardly any historical material on the culture that made the games industry possible. Filling the void, this book provides a historical and cultural context for the games industry. It takes you into the minds of the pioneers who blazed the trails and established the industry as we know it today.

Race After Technology

Race After Technology
Author :
Publisher : John Wiley & Sons
Total Pages : 172
Release :
ISBN-10 : 9781509526437
ISBN-13 : 1509526439
Rating : 4/5 (37 Downloads)

Synopsis Race After Technology by : Ruha Benjamin

From everyday apps to complex algorithms, Ruha Benjamin cuts through tech-industry hype to understand how emerging technologies can reinforce White supremacy and deepen social inequity. Benjamin argues that automation, far from being a sinister story of racist programmers scheming on the dark web, has the potential to hide, speed up, and deepen discrimination while appearing neutral and even benevolent when compared to the racism of a previous era. Presenting the concept of the “New Jim Code,” she shows how a range of discriminatory designs encode inequity by explicitly amplifying racial hierarchies; by ignoring but thereby replicating social divisions; or by aiming to fix racial bias but ultimately doing quite the opposite. Moreover, she makes a compelling case for race itself as a kind of technology, designed to stratify and sanctify social injustice in the architecture of everyday life. This illuminating guide provides conceptual tools for decoding tech promises with sociologically informed skepticism. In doing so, it challenges us to question not only the technologies we are sold but also the ones we ourselves manufacture. Visit the book's free Discussion Guide here.

Transient Images

Transient Images
Author :
Publisher :
Total Pages : 234
Release :
ISBN-10 : NWU:35556041406422
ISBN-13 :
Rating : 4/5 (22 Downloads)

Synopsis Transient Images by : Eric Freedman

In this probing study, Eric Freedman focuses on what images from photography, mobile communications, and the Internet reveal about looking. Exploring subjectivity by critically examining the look, he elaborates on the nature of the photographic frame and its relation to interpretive practices. Freedman scrutinizes what he calls "technobiography"—a life written through technology, and considers the movement of personal images into public spaces. He also considers authorship that situates the self as inherently engaged with and inscribed by information technology. All of the chapters in Transient Images explore Freedman's interest in examining how media technologies activate particular notions of self and community. He provides examples that address trauma—pictures of missing children on milk cartons and episodes of the reality series Intervention—as well as the strategies behind creating and distributing personal advertisements on the Internet. Transient Images draws out the tensions that exist in images circulating in the digital era.

Prime Time Animation

Prime Time Animation
Author :
Publisher : Routledge
Total Pages : 269
Release :
ISBN-10 : 9781136481642
ISBN-13 : 1136481648
Rating : 4/5 (42 Downloads)

Synopsis Prime Time Animation by : Carol Stabile

In September 1960 a television show emerged from the mists of prehistoric time to take its place as the mother of all animated sitcoms. The Flintstones spawned dozens of imitations, just as, two decades later, The Simpsons sparked a renaissance of primetime animation. This fascinating book explores the landscape of television animation, from Bedrock to Springfield, and beyond. The contributors critically examine the key issues and questions, including: How do we explain the animation explosion of the 1960s? Why did it take nearly twenty years following the cancellation of The Flintstones for animation to find its feet again as primetime fare? In addressing these questions, as well as many others, essays examine the relation between earlier, made-for-cinema animated production (such as the Warner Looney Toons shorts) and television-based animation; the role of animation in the economies of broadcast and cable television; and the links between animation production and brand image. Contributors also examine specific programmes like The Powerpuff Girls, Daria, Ren and Stimpy and South Park from the perspective of fans, exploring fan cybercommunities, investigating how ideas of 'class' and 'taste' apply to recent TV animation, and addressing themes such as irony, alienation, and representations of the family.

Prime Time Animation

Prime Time Animation
Author :
Publisher : Psychology Press
Total Pages : 272
Release :
ISBN-10 : 0415283264
ISBN-13 : 9780415283267
Rating : 4/5 (64 Downloads)

Synopsis Prime Time Animation by : Carol A. Stabile

This is a new & original survey of television animation, which provides a full introduction to the historic & contemporary significance of animated programming.

Celebrity

Celebrity
Author :
Publisher : John Wiley & Sons
Total Pages : 216
Release :
ISBN-10 : 9781509511433
ISBN-13 : 1509511431
Rating : 4/5 (33 Downloads)

Synopsis Celebrity by : Milly Williamson

It is a truism to suggest that celebrity pervades all areas of life today. The growth and expansion of celebrity culture in recent years has been accompanied by an explosion of studies of the social function of celebrity and investigations into the fascination of specific celebrities. And yet fundamental questions about what the system of celebrity means for our society have yet to be resolved: Is celebrity a democratization of fame or a powerful hierarchy built on exclusion? Is celebrity created through public demand or is it manufactured? Is the growth of celebrity a harmful dumbing down of culture or an expansion of the public sphere? Why has celebrity come to have such prominence in today’s expanding media? Milly Williamson unpacks these questions for students and researchers alike, re-examining some of the accepted explanations for celebrity culture. The book questions assumptions about the inevitability of the growth of celebrity culture, instead explaining how environments were created in which celebrity output flourished. It provides a compelling new history of the development of celebrity (both long-term and recent) which highlights the relationship between the economic function of celebrity in various media and entertainment industries and its changing social meanings and patterns of consumption.