Sports Videogames
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Author |
: Mia Consalvo |
Publisher |
: Routledge |
Total Pages |
: 318 |
Release |
: 2013-07-18 |
ISBN-10 |
: 9781136191992 |
ISBN-13 |
: 1136191992 |
Rating |
: 4/5 (92 Downloads) |
Synopsis Sports Videogames by : Mia Consalvo
From Pong to Madden NFL to Wii Fit, Sports Videogames argues for the multiple ways that sports videogames—alongside televised and physical sports—impact one another, and how players and viewers make sense of these multiple forms of play and information in their daily lives. Through case studies, ethnographic explorations, interviews and surveys, and by analyzing games, players, and the sports media industry, contributors from a wide variety of disciplines demonstrate the depth and complexity of games that were once considered simply sports simulations. Contributors also tackle key topics including the rise of online play and its implications for access to games, as well as how regulations surrounding player likenesses present challenges to the industry. Whether you’re a scholar or a gamer, Sports Videogames offers a grounded, theory-building approach to how millions make sense of videogames today.
Author |
: Byron Rizzo |
Publisher |
: Byron Rizzo |
Total Pages |
: 176 |
Release |
: |
ISBN-10 |
: |
ISBN-13 |
: |
Rating |
: 4/5 ( Downloads) |
Synopsis Video Games & Addiction by : Byron Rizzo
How many hours have you spent playing? Do you know how many times you stayed up late to finish a level? What is the sum of money you have invested in games, consoles, equipment? Most people will not be able to answer any of these questions accurately. It is likely, in fact, that those inquiries have never been raised. When this happens in the most thriving digital industry of the moment, such as the video games one is, the reasons for such ignorance should be considered. Video Games & Addiction, tells a series of logical stories about the evolution, progress, and revolution of digital playful entertainment. However, instead of just a mere historicist analysis, it puts the most important people, the players, first. Narrating, in turn, numerous real-life anecdotes. Reflecting in perspective the difference between passion and vice, taste and necessity, choice and escapism. Confessional at parts, with its good dose of thought, more than one reader will be thinking about the final conclusions or recognizing attitudes common to all video gamers. When not, feeling identified in the anecdotes. Or at least informed about the changes, for better and worse, from pixel to polygon over the past 50 years. And how addictive components have always been there through different names and mechanics, including: Continue?, the perpetuation of the game through uninterrupted attempts. Player 2, going from playing in the living room to the massive rooms of online competitiveness. Inventory, our digital and physical equipment, brands, and gaming inequalities. Replay, the gamer culture consumed on platforms, videos, streamers. Insert Coin, the industry understood as a validation and a game format from the very arcades. Game Over, when the game doesn't end and ceases to be one. Insert a coin and go through this book-made-deconstruction, which analyzes at what level we like, and how much we get entertained or trapped in that world behind screens.
Author |
: Rachel Kowert |
Publisher |
: Routledge |
Total Pages |
: 204 |
Release |
: 2015-08-27 |
ISBN-10 |
: 9781317567172 |
ISBN-13 |
: 131756717X |
Rating |
: 4/5 (72 Downloads) |
Synopsis The Video Game Debate by : Rachel Kowert
Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.
Author |
: Bill Loguidice |
Publisher |
: CRC Press |
Total Pages |
: 409 |
Release |
: 2012-08-21 |
ISBN-10 |
: 9781136137587 |
ISBN-13 |
: 1136137580 |
Rating |
: 4/5 (87 Downloads) |
Synopsis Vintage Games by : Bill Loguidice
Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.
Author |
: Andrew C. Billings |
Publisher |
: SAGE Publications, Incorporated |
Total Pages |
: 369 |
Release |
: 2021-02-02 |
ISBN-10 |
: 9781544393155 |
ISBN-13 |
: 1544393156 |
Rating |
: 4/5 (55 Downloads) |
Synopsis Communication and Sport by : Andrew C. Billings
Communication and Sport: Surveying the Field provides students with an understanding of sports media, rhetoric, culture, and organizations through an examination of a wide range of topics. Authors Andrew C. Billings and Michael L. Butterworth address everything from youth to amateur to professional sports through varied lenses, including mythology, community, and identity. A comprehensive focus on communication scholarship gives attention to the ways that sports produce, maintain, or resist cultural attitudes about race, gender, sexuality, class, and politics. The Fourth Edition includes new interviews with prominent figures in the field and new discussions on current events like the Black Lives Matter movement and the COVID-19 pandemic.
Author |
: Tom Boellstorff |
Publisher |
: MIT Press |
Total Pages |
: 429 |
Release |
: 2024-11-05 |
ISBN-10 |
: 9780262380546 |
ISBN-13 |
: 0262380544 |
Rating |
: 4/5 (46 Downloads) |
Synopsis Intellivision by : Tom Boellstorff
The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979 and 1984. This system was Atari’s main rival during a key period when videogames were moving from the arcades into the home. In Intellivision, Tom Boellstorff and Braxton Soderman tell the fascinating inside story of this overlooked gaming system. Along the way, they also analyze Intellivision’s chips and code, games, marketing and business strategies, organizational and social history, and the cultural and economic context of the early US games industry from the mid-1970s to the great videogame industry crash of 1983. While many remember Atari, Intellivision has largely been forgotten. As such, Intellivision fills a crucial gap in videogame scholarship, telling the story of a console that sold millions and competed aggressively against Atari. Drawing on a wealth of data from both institutional and personal archives and over 150 interviews with programmers, engineers, executives, marketers, and designers, Boellstorff and Soderman examine the relationship between videogames and toys—an under-analyzed aspect of videogame history—and discuss the impact of home computing on the rise of videogames, the gendered implications of play and videogame design at Mattel, and the blurring of work and play in the early games industry.
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 |
: Christopher A. Paul |
Publisher |
: Routledge |
Total Pages |
: 227 |
Release |
: 2012-03-15 |
ISBN-10 |
: 9781136343056 |
ISBN-13 |
: 1136343059 |
Rating |
: 4/5 (56 Downloads) |
Synopsis Wordplay and the Discourse of Video Games by : Christopher A. Paul
In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.
Author |
: William Aspray |
Publisher |
: MIT Press |
Total Pages |
: 366 |
Release |
: 2011 |
ISBN-10 |
: 9780262015011 |
ISBN-13 |
: 0262015013 |
Rating |
: 4/5 (11 Downloads) |
Synopsis Everyday Information by : William Aspray
This book examines the evolution of information seeking in nine areas of everyday American life. --from publisher description.
Author |
: Neal Roger Tringham |
Publisher |
: CRC Press |
Total Pages |
: 528 |
Release |
: 2014-09-10 |
ISBN-10 |
: 9781482203899 |
ISBN-13 |
: 1482203898 |
Rating |
: 4/5 (99 Downloads) |
Synopsis Science Fiction Video Games by : Neal Roger Tringham
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a