Understanding Digital Games
Download Understanding Digital Games full books in PDF, epub, and Kindle. Read online free Understanding Digital Games ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads.
Author |
: Jason Rutter |
Publisher |
: SAGE |
Total Pages |
: 270 |
Release |
: 2006-04-20 |
ISBN-10 |
: 9781847877666 |
ISBN-13 |
: 1847877664 |
Rating |
: 4/5 (66 Downloads) |
Synopsis Understanding Digital Games by : Jason Rutter
There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.
Author |
: Vincent Miller |
Publisher |
: SAGE |
Total Pages |
: 266 |
Release |
: 2012-08-15 |
ISBN-10 |
: 9781446246481 |
ISBN-13 |
: 1446246485 |
Rating |
: 4/5 (81 Downloads) |
Synopsis Understanding Digital Culture by : Vincent Miller
"This is an outstanding book. It is one of only a few scholarly texts that successfully combine a nuanced theoretical understanding of the digital age with empirical case studies of contemporary media culture. The scope is impressive, ranging from questions of digital inequality to emergent forms of cyberpolitics." - Nick Gane, York University "Well written, very up-to-date with a good balance of examples and theory. It′s good to have all the major issues covered in one book." - Peter Millard, Portsmouth University "This is just the text I was looking for to enable first year undergraduates to develop their critical understanding of the technologies they have embedded so completely in their lives." - Chris Simpson, University College of St Mark & St John This is more than just another book on Internet studies. Tracing the pervasive influence of ′digital culture′ throughout contemporary life, this text integrates socio-economic understandings of the ′information society′ with the cultural studies approach to production, use, and consumption of digital media and multimedia. Refreshingly readable and packed with examples from profiling databases and mashups to cybersex and the truth about social networking, Understanding Digital Culture: Crosses disciplines to give a balanced account of the social, economic and cultural dimensions of the information society. Illuminates the increasing importance of mobile, wireless and converged media technologies in everyday life. Unpacks how the information society is transforming and challenging traditional notions of crime, resistance, war and protest, community, intimacy and belonging. Charts the changing cultural forms associated with new media and its consumption, including music, gaming, microblogging and online identity. Illustrates the above through a series of contemporary, in-depth case studies of digital culture. This is the perfect text for students looking for a full account of the information society, virtual cultures, sociology of the Internet and new media.
Author |
: Jason Rutter |
Publisher |
: SAGE |
Total Pages |
: 290 |
Release |
: 2006-04-20 |
ISBN-10 |
: 9781446235966 |
ISBN-13 |
: 1446235963 |
Rating |
: 4/5 (66 Downloads) |
Synopsis Understanding Digital Games by : Jason Rutter
There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.
Author |
: Ingrid Richardson |
Publisher |
: SAGE |
Total Pages |
: 194 |
Release |
: 2021-03-24 |
ISBN-10 |
: 9781529738520 |
ISBN-13 |
: 1529738520 |
Rating |
: 4/5 (20 Downloads) |
Synopsis Understanding Games and Game Cultures by : Ingrid Richardson
Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.
Author |
: Rodney H. Jones |
Publisher |
: Routledge |
Total Pages |
: 226 |
Release |
: 2012-05-31 |
ISBN-10 |
: 9781136212895 |
ISBN-13 |
: 1136212892 |
Rating |
: 4/5 (95 Downloads) |
Synopsis Understanding Digital Literacies by : Rodney H. Jones
Assuming no knowledge of linguistics, Understanding Digital Literacies provides an accessible and timely introduction to new media literacies. It supplies readers with the theoretical and analytical tools with which to explore the linguistic and social impact of a host of new digital literacy practices. Each chapter in the volume covers a different topic, presenting an overview of the major concepts, issues, problems and debates surrounding the topic, while also encouraging students to reflect on and critically evaluate their own language and communication practices. Features include: coverage of a diverse range of digital media texts, tools and practices including blogging, hypertextual organisation, Facebook, Twitter, YouTube, Wikipedia, websites and games an extensive range of examples and case studies to illustrate each topic, such as how blogs have affected our thinking about communication, how the creation and sharing of digital images and video can bring about shifts in social roles, and how the design of multiplayer online games for children can promote different ideologies a variety of discussion questions and mini-ethnographic research projects involving exploration of various patterns of media production and communication between peers, for example in the context of Wikinomics and peer production, social networking and civic participation, and digital literacies at work end of chapter suggestions for further reading and links to key web and video resources a companion website providing supplementary material for each chapter, including summaries of key issues, additional web-based exercises, and links to further resources such as useful websites, articles, videos and blogs. This book will provide a key resource for undergraduate and graduate students studying courses in new media and digital literacies.
Author |
: Mary Flanagan |
Publisher |
: MIT Press |
Total Pages |
: 222 |
Release |
: 2014-07-18 |
ISBN-10 |
: 9780262027663 |
ISBN-13 |
: 0262027666 |
Rating |
: 4/5 (63 Downloads) |
Synopsis Values at Play in Digital Games by : Mary Flanagan
A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.
Author |
: Simon Egenfeldt-Nielsen |
Publisher |
: Routledge |
Total Pages |
: 405 |
Release |
: 2015-12-07 |
ISBN-10 |
: 9781317533122 |
ISBN-13 |
: 1317533127 |
Rating |
: 4/5 (22 Downloads) |
Synopsis Understanding Video Games by : Simon Egenfeldt-Nielsen
Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.
Author |
: Grenville Armitage |
Publisher |
: John Wiley & Sons |
Total Pages |
: 232 |
Release |
: 2006-08-04 |
ISBN-10 |
: 9780470030462 |
ISBN-13 |
: 0470030461 |
Rating |
: 4/5 (62 Downloads) |
Synopsis Networking and Online Games by : Grenville Armitage
The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.
Author |
: D. Berry |
Publisher |
: Springer |
Total Pages |
: 337 |
Release |
: 2012-02-07 |
ISBN-10 |
: 9780230371934 |
ISBN-13 |
: 0230371930 |
Rating |
: 4/5 (34 Downloads) |
Synopsis Understanding Digital Humanities by : D. Berry
Confronting the digital revolution in academia, this book examines the application of new computational techniques and visualisation technologies in the Arts & Humanities. Uniting differing perspectives, leading and emerging scholars discuss the theoretical and practical challenges that computation raises for these disciplines.
Author |
: Michael Lesk |
Publisher |
: Elsevier |
Total Pages |
: 457 |
Release |
: 2005-01-20 |
ISBN-10 |
: 9780080481517 |
ISBN-13 |
: 0080481515 |
Rating |
: 4/5 (17 Downloads) |
Synopsis Understanding Digital Libraries by : Michael Lesk
This fully revised and updated second edition of Understanding Digital Libraries focuses on the challenges faced by both librarians and computer scientists in a field that has been dramatically altered by the growth of the Web. At every turn, the goal is practical: to show you how things you might need to do are already being done, or how they can be done. The first part of the book is devoted to technology and examines issues such as varying media requirements, indexing and classification, networks and distribution, and presentation. The second part of the book is concerned with the human contexts in which digital libraries function. Here you'll find specific and useful information on usability, preservation, scientific applications, and thorny legal and economic questions. - Thoroughly updated and expanded from original edition to include recent research, case studies and new technologies - For librarians and technologists alike, this book provides a thorough introduction to the interdisciplinary science of digital libraries - Written by Michael Lesk, a legend in computer science and a leading figure in the digital library field - Provides insights into the integration of both the technical and non-technical aspects of digital libraries