Video Gamers
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Author |
: Garry Crawford |
Publisher |
: Routledge |
Total Pages |
: 211 |
Release |
: 2011-08-04 |
ISBN-10 |
: 9781135178864 |
ISBN-13 |
: 1135178860 |
Rating |
: 4/5 (64 Downloads) |
Synopsis Video Gamers by : Garry Crawford
Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are engaged with and experienced in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding gaming practices.
Author |
: Daniel Muriel |
Publisher |
: Routledge |
Total Pages |
: 198 |
Release |
: 2018-03-14 |
ISBN-10 |
: 9781317223924 |
ISBN-13 |
: 1317223926 |
Rating |
: 4/5 (24 Downloads) |
Synopsis Video Games as Culture by : Daniel Muriel
Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.
Author |
: Bo Ruberg |
Publisher |
: NYU Press |
Total Pages |
: 278 |
Release |
: 2019-03-19 |
ISBN-10 |
: 9781479831036 |
ISBN-13 |
: 1479831034 |
Rating |
: 4/5 (36 Downloads) |
Synopsis Video Games Have Always Been Queer by : Bo Ruberg
Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.
Author |
: Hal Marcovitz |
Publisher |
: Greenhaven Publishing LLC |
Total Pages |
: 115 |
Release |
: 2009-09-28 |
ISBN-10 |
: 9781420502848 |
ISBN-13 |
: 1420502840 |
Rating |
: 4/5 (48 Downloads) |
Synopsis Video Games by : Hal Marcovitz
According to Big Fish Games, approximately 155 million American play video games for at least three hours a week, and four out of five households own a video game console. Polygon tells us that consumers spent 16.5 billion dollars on gaming content in 2015. This illuminating volume delves into the world of video games and gaming. The book examines the history of video games, video games as part of contemporary culture, and what the future holds in store for gaming.
Author |
: Keith Burgun |
Publisher |
: CRC Press |
Total Pages |
: 187 |
Release |
: 2012-08-13 |
ISBN-10 |
: 9781466554214 |
ISBN-13 |
: 1466554215 |
Rating |
: 4/5 (14 Downloads) |
Synopsis Game Design Theory by : Keith Burgun
Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games.
Author |
: Daniel A. Alexandrov |
Publisher |
: Springer |
Total Pages |
: 415 |
Release |
: 2018-11-09 |
ISBN-10 |
: 9783030028466 |
ISBN-13 |
: 3030028461 |
Rating |
: 4/5 (66 Downloads) |
Synopsis Digital Transformation and Global Society by : Daniel A. Alexandrov
This two volume set (CCIS 858 and CCIS 859) constitutes the refereed proceedings of the Third International Conference on Digital Transformation and Global Society, DTGS 2018, held in St. Petersburg, Russia, in May/June 2018. The 75 revised full papers and the one short paper presented in the two volumes were carefully reviewed and selected from 222 submissions. The papers are organized in topical sections on e-polity: smart governance and e-participation, politics and activism in the cyberspace, law and regulation; e-city: smart cities and urban planning; e-economy: IT and new markets; e-society: social informatics, digital divides; e-communication: discussions and perceptions on the social media; e-humanities: arts and culture; International Workshop on Internet Psychology; International Workshop on Computational Linguistics.
Author |
: Christopher Thomas Miller |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 270 |
Release |
: 2008-10-22 |
ISBN-10 |
: 9780387097756 |
ISBN-13 |
: 0387097759 |
Rating |
: 4/5 (56 Downloads) |
Synopsis Games: Purpose and Potential in Education by : Christopher Thomas Miller
The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.
Author |
: Xiaowen Fang |
Publisher |
: Springer Nature |
Total Pages |
: 423 |
Release |
: 2021-07-03 |
ISBN-10 |
: 9783030772772 |
ISBN-13 |
: 3030772772 |
Rating |
: 4/5 (72 Downloads) |
Synopsis HCI in Games: Experience Design and Game Mechanics by : Xiaowen Fang
This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of HCI-Games 2021, Part I, are organized in topical sections named: Experience Design in Games; User Engagement and Game Impact; Game Mechanics.
Author |
: Michael Morawski |
Publisher |
: Springer Nature |
Total Pages |
: 329 |
Release |
: |
ISBN-10 |
: 9783031422607 |
ISBN-13 |
: 3031422600 |
Rating |
: 4/5 (07 Downloads) |
Synopsis Gaming and Geography by : Michael Morawski
Author |
: Philipp D. Mayhew |
Publisher |
: John Wiley & Sons |
Total Pages |
: 375 |
Release |
: 2015-07-21 |
ISBN-10 |
: 9781118845974 |
ISBN-13 |
: 1118845978 |
Rating |
: 4/5 (74 Downloads) |
Synopsis Small Animal Laparoscopy and Thoracoscopy by : Philipp D. Mayhew
Small Animal Laparoscopy and Thoracoscopy provides a comprehensive reference to laparoscopy and thoracoscopy, with step-by-step guidance for surgical techniques ranging from basic to advanced. • Acts as both a quick reference to specific techniques and as a comprehensive resource to small animal laparoscopy and thoracoscopy • Guides the reader through each step of the surgical techniques • Takes a clinically oriented approach, with tips on safely and quickly performing procedures throughout • Part of the Advances in Veterinary Surgery series copublished with the American College of Veterinary Surgeons Foundation • Includes access to a companion website with video clips of the procedures described and the figures from the book in PowerPoint