Pilgrim In The Microworld
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Author |
: David Sudnow |
Publisher |
: Boss Fight Books |
Total Pages |
: 142 |
Release |
: 2020-02-26 |
ISBN-10 |
: 9781940535234 |
ISBN-13 |
: 1940535239 |
Rating |
: 4/5 (34 Downloads) |
Synopsis Breakout: Pilgrim in the Microworld by : David Sudnow
Just as the video game console market was about to crash into the New Mexico desert in 1983, professor and sociologist David Sudnow was unearthing the secrets of “eye, mind, and the essence of video skill” through an exploration of Atari’s Breakout, one of the earliest hits of the arcade world. Originally released under the title Pilgrim in the Microworld, Sudnow’s groundbreaking longform criticism of a single game predates the rise of game studies by decades. While its earliest critics often scorned the idea of a serious book about an object of play, the book’s modern readers remain fascinated by an obsessive, brilliant, and often hilarious quest to learn to play Breakout just as one would learn the piano. Featuring a new foreword and freshly edited text, Breakout makes a perfect addition to Boss Fight’s lineup of critical, historical, and personal looks at single video games. We’re proud to restore this classic to print and share with new audiences Sudnow’s wild pilgrimage into the limitless microworld of play.
Author |
: Neil David, Sr. |
Publisher |
: Grand Central Pub |
Total Pages |
: 242 |
Release |
: 1984-01-01 |
ISBN-10 |
: 0446375217 |
ISBN-13 |
: 9780446375214 |
Rating |
: 4/5 (17 Downloads) |
Synopsis Pilgrim in the Microworld by : Neil David, Sr.
An exploration of the human mind and body's interaction with the computer in its most compelling form, the video game, focuses on the author's own obsessed immersion in a computer game and its possibilities
Author |
: David Sudnow |
Publisher |
: MIT Press |
Total Pages |
: 180 |
Release |
: 1993 |
ISBN-10 |
: 0262691612 |
ISBN-13 |
: 9780262691611 |
Rating |
: 4/5 (12 Downloads) |
Synopsis Ways of the Hand by : David Sudnow
This is David Sudnow's classic account of how his hands learned to improvise jazz on the piano. David Sudnow is the author of Passing On and editor of Studies in Social Interaction. Since writing this book, he has developed a piano training method based on its insights.
Author |
: Katie Salen Tekinbas |
Publisher |
: MIT Press |
Total Pages |
: 680 |
Release |
: 2003-09-25 |
ISBN-10 |
: 0262240459 |
ISBN-13 |
: 9780262240451 |
Rating |
: 4/5 (59 Downloads) |
Synopsis Rules of Play by : Katie Salen Tekinbas
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Author |
: Stephanie Boluk |
Publisher |
: U of Minnesota Press |
Total Pages |
: 422 |
Release |
: 2017-04-04 |
ISBN-10 |
: 9781452954165 |
ISBN-13 |
: 145295416X |
Rating |
: 4/5 (65 Downloads) |
Synopsis Metagaming by : Stephanie Boluk
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.
Author |
: Steve Swink |
Publisher |
: CRC Press |
Total Pages |
: 377 |
Release |
: 2008-10-13 |
ISBN-10 |
: 9781482267334 |
ISBN-13 |
: 1482267330 |
Rating |
: 4/5 (34 Downloads) |
Synopsis Game Feel by : Steve Swink
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe
Author |
: Jack Katz |
Publisher |
: University of Chicago Press |
Total Pages |
: 436 |
Release |
: 1999-11-15 |
ISBN-10 |
: 0226425991 |
ISBN-13 |
: 9780226425993 |
Rating |
: 4/5 (91 Downloads) |
Synopsis How Emotions Work by : Jack Katz
In this book, a professor of sociology reveals the extraordinarily poetic and coherent logic of emotional experience, and revolutionizes the study of this enigmatic and essential aspect of human life. 67 illustrations.
Author |
: Frans Mäyrä |
Publisher |
: SAGE |
Total Pages |
: 415 |
Release |
: 2008-02-18 |
ISBN-10 |
: 9781473902923 |
ISBN-13 |
: 1473902924 |
Rating |
: 4/5 (23 Downloads) |
Synopsis An Introduction to Game Studies by : Frans Mäyrä
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.
Author |
: Henry Lowood |
Publisher |
: JHU Press |
Total Pages |
: 377 |
Release |
: 2023-06-06 |
ISBN-10 |
: 9781421445946 |
ISBN-13 |
: 1421445948 |
Rating |
: 4/5 (46 Downloads) |
Synopsis Replayed by : Henry Lowood
"The purpose of this book is to consolidate the author's far-flung publications into a single work to give students and scholars the opportunity to read and teach his scholarly output as a single corpus of thought. This book offers the author's most significant pieces on game history, game historiography, software preservation, software collections, virtual worlds/machinima, play-capture, and documentation"--
Author |
: T. L. Taylor |
Publisher |
: MIT Press |
Total Pages |
: 333 |
Release |
: 2015-01-30 |
ISBN-10 |
: 9780262527583 |
ISBN-13 |
: 0262527588 |
Rating |
: 4/5 (83 Downloads) |
Synopsis Raising the Stakes by : T. L. Taylor
How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.