Computer Games And New Media Cultures
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Author |
: Johannes Fromme |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 694 |
Release |
: 2012-06-14 |
ISBN-10 |
: 9789400727779 |
ISBN-13 |
: 9400727771 |
Rating |
: 4/5 (79 Downloads) |
Synopsis Computer Games and New Media Cultures by : Johannes Fromme
Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Author |
: Jon Dovey |
Publisher |
: McGraw-Hill Education (UK) |
Total Pages |
: 184 |
Release |
: 2006-05-16 |
ISBN-10 |
: 9780335224876 |
ISBN-13 |
: 0335224873 |
Rating |
: 4/5 (76 Downloads) |
Synopsis Game Cultures by : Jon Dovey
This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.
Author |
: Aphra Kerr |
Publisher |
: SAGE |
Total Pages |
: 198 |
Release |
: 2006-04-06 |
ISBN-10 |
: 1412900476 |
ISBN-13 |
: 9781412900478 |
Rating |
: 4/5 (76 Downloads) |
Synopsis The Business and Culture of Digital Games by : Aphra Kerr
This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.
Author |
: Melanie Swalwell |
Publisher |
: McFarland |
Total Pages |
: 205 |
Release |
: 2015-05-12 |
ISBN-10 |
: 9780786451203 |
ISBN-13 |
: 0786451203 |
Rating |
: 4/5 (03 Downloads) |
Synopsis The Pleasures of Computer Gaming by : Melanie Swalwell
This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanities and social sciences, particularly new media studies. In eight essays, the authors develop rich and nuanced understandings of the aesthetic appeals and pleasurable engagements of digital gameplay. Topics include the role of "cheats" and "easter eggs" in influencing cheating as an aesthetic phenomenon of gameplay; the relationship between videogames, gambling, and addiction; players' aesthetic and kinaesthetic interactions with computing technology; and the epistemology and phenomenology of popular strategy-based wargames and their relationship with real-world military applications. Notes and a bibliography accompany each essay, and the work includes several screenshots, images, and photographs.
Author |
: Jay David Bolter |
Publisher |
: MIT Press |
Total Pages |
: 231 |
Release |
: 2019-05-07 |
ISBN-10 |
: 9780262039734 |
ISBN-13 |
: 0262039737 |
Rating |
: 4/5 (34 Downloads) |
Synopsis The Digital Plenitude by : Jay David Bolter
How the creative abundance of today's media culture was made possible by the decline of elitism in the arts and the rise of digital media. Media culture today encompasses a universe of forms—websites, video games, blogs, books, films, television and radio programs, magazines, and more—and a multitude of practices that include making, remixing, sharing, and critiquing. This multiplicity is so vast that it cannot be comprehended as a whole. In this book, Jay David Bolter traces the roots of our media multiverse to two developments in the second half of the twentieth century: the decline of elite art and the rise of digital media. Bolter explains that we no longer have a collective belief in “Culture with a capital C.” The hierarchies that ranked, for example, classical music as more important than pop, literary novels as more worthy than comic books, and television and movies as unserious have broken down. The art formerly known as high takes its place in the media plenitude. The elite culture of the twentieth century has left its mark on our current media landscape in the form of what Bolter calls “popular modernism.” Meanwhile, new forms of digital media have emerged and magnified these changes, offering new platforms for communication and expression. Bolter outlines a series of dichotomies that characterize our current media culture: catharsis and flow, the continuous rhythm of digital experience; remix (fueled by the internet's vast resources for sampling and mixing) and originality; history (not replayable) and simulation (endlessly replayable); and social media and coherent politics.
Author |
: Joost Raessens |
Publisher |
: MIT Press |
Total Pages |
: 471 |
Release |
: 2011-08-19 |
ISBN-10 |
: 9780262516587 |
ISBN-13 |
: 0262516586 |
Rating |
: 4/5 (87 Downloads) |
Synopsis Handbook of Computer Game Studies by : Joost Raessens
A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.
Author |
: Graeme Kirkpatrick |
Publisher |
: Polity |
Total Pages |
: 229 |
Release |
: 2013-10-07 |
ISBN-10 |
: 9780745641102 |
ISBN-13 |
: 0745641105 |
Rating |
: 4/5 (02 Downloads) |
Synopsis Computer Games and the Social Imaginary by : Graeme Kirkpatrick
Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.
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 |
: Phillip Penix-Tadsen |
Publisher |
: MIT Press |
Total Pages |
: 345 |
Release |
: 2016-02-12 |
ISBN-10 |
: 9780262034050 |
ISBN-13 |
: 0262034050 |
Rating |
: 4/5 (50 Downloads) |
Synopsis Cultural Code by : Phillip Penix-Tadsen
How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.
Author |
: Michiel de Lange |
Publisher |
: |
Total Pages |
: 0 |
Release |
: 2015 |
ISBN-10 |
: 9089646396 |
ISBN-13 |
: 9789089646392 |
Rating |
: 4/5 (96 Downloads) |
Synopsis Playful Identities by : Michiel de Lange
In this publication, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. This interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity.