Video Game Worlds
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Author |
: Seth Giddings |
Publisher |
: Bloomsbury Publishing USA |
Total Pages |
: 193 |
Release |
: 2016-05-19 |
ISBN-10 |
: 9781501318290 |
ISBN-13 |
: 1501318292 |
Rating |
: 4/5 (90 Downloads) |
Synopsis Gameworlds by : Seth Giddings
Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.
Author |
: Simon Egenfeldt-Nielsen |
Publisher |
: Routledge |
Total Pages |
: 302 |
Release |
: 2009-03-23 |
ISBN-10 |
: 9781135868796 |
ISBN-13 |
: 1135868794 |
Rating |
: 4/5 (96 Downloads) |
Synopsis Understanding Video Games by : Simon Egenfeldt-Nielsen
From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider larger questions about the medium: what defines a video game? who plays games? why do we play games? how do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/9780415977210) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.
Author |
: Benjamin Beil |
Publisher |
: transcript Verlag |
Total Pages |
: 364 |
Release |
: 2021-11-30 |
ISBN-10 |
: 9783732854219 |
ISBN-13 |
: 3732854213 |
Rating |
: 4/5 (19 Downloads) |
Synopsis Paratextualizing Games by : Benjamin Beil
Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
Author |
: Suzanne Buchan |
Publisher |
: Indiana University Press |
Total Pages |
: 222 |
Release |
: 2007-02-20 |
ISBN-10 |
: 9780861969272 |
ISBN-13 |
: 0861969278 |
Rating |
: 4/5 (72 Downloads) |
Synopsis Animated 'Worlds' by : Suzanne Buchan
What do we mean by the term "animation" when we are discussing film? Is it a technique? A style? A way of seeing or experiencing "a world" that has little relation to our own lived experience of "the world"? In Animated Worlds, contributors reveal the astonishing variety of "worlds" animation confronts us with. Essays range from close film analyses to phenomenological and cognitive approaches, spectatorship, performance, literary theory, and digital aesthetics. Authors include Vivian Sobchack, Richard Weihe, Thomas Lamarre, Paul Wells, and Karin Wehn.
Author |
: Mark J. P. Wolf |
Publisher |
: Bloomsbury Publishing USA |
Total Pages |
: 1365 |
Release |
: 2021-05-24 |
ISBN-10 |
: 9781440870200 |
ISBN-13 |
: 1440870209 |
Rating |
: 4/5 (00 Downloads) |
Synopsis Encyclopedia of Video Games [3 volumes] by : Mark J. P. Wolf
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Author |
: Daniel Reynolds |
Publisher |
: |
Total Pages |
: 225 |
Release |
: 2019 |
ISBN-10 |
: 9780190872519 |
ISBN-13 |
: 0190872519 |
Rating |
: 4/5 (19 Downloads) |
Synopsis Media in Mind by : Daniel Reynolds
Where do you end, and where do media begin? In Media in Mind, author Daniel Reynolds draws upon naturalist philosophies of the mind from John Dewey through contemporary theories of embodied and extended cognition to make the case that the lines separating media from the minds of their users are not blurry or variable so much as they never existed to begin with. Through analyses of films and video games from 1900 to the present, Media in Mind shows how media forms and technologies challenge dominant models of perception and mental representation, and how they complicate theoretical understanding of concepts like the platform and the interface. In order to do justice to the profound and literally mind-changing power of media, Reynolds argues, we need to think not so much about the relationship between media and the mind as about the roles that media play in our minds. Through this crucial distinction, Media in Mind surveys more than a century of media theory to illustrate the ways that scholars of film and digital media have situated and reconsidered a series of divisions between media, user, and world, and how these conceptual divisions have reflected and inflected their ways of understanding the mind.
Author |
: Paul C. Adams |
Publisher |
: Routledge |
Total Pages |
: 397 |
Release |
: 2016-03-23 |
ISBN-10 |
: 9781317042822 |
ISBN-13 |
: 1317042824 |
Rating |
: 4/5 (22 Downloads) |
Synopsis The Routledge Research Companion to Media Geography by : Paul C. Adams
This Companion provides an authoritative source for scholars and students of the nascent field of media geography. While it has deep roots in the wider discipline, the consolidation of media geography has started only in the past decade, with the creation of media geography’s first dedicated journal, Aether, as well as the publication of the sub-discipline’s first textbook. However, at present there is no other work which provides a comprehensive overview and grounding. By indicating the sub-discipline’s evolution and hinting at its future, this volume not only serves to encapsulate what geographers have learned about media but also will help to set the agenda for expanding this type of interdisciplinary exploration. The contributors-leading scholars in this field, including Stuart Aitken, Deborah Dixon, Derek McCormack, Barney Warf, and Matthew Zook-not only review the existing literature within the remit of their chapters, but also articulate arguments about where the future might take media geography scholarship. The volume is not simply a collection of individual offerings, but has afforded an opportunity to exchange ideas about media geography, with contributors making connections between chapters and developing common themes.
Author |
: Mary Beth Oliver |
Publisher |
: Routledge |
Total Pages |
: 250 |
Release |
: 2014-03-26 |
ISBN-10 |
: 9781317743729 |
ISBN-13 |
: 1317743725 |
Rating |
: 4/5 (29 Downloads) |
Synopsis Media and Social Life by : Mary Beth Oliver
Our use of media touches on almost all aspects of our social lives, be they friendships, parent-child relationships, emotional lives, or social stereotypes. How we understand ourselves and others is now largely dependent on how we perceive ourselves and others in media, how we interact with one another through mediated channels, and how we share, construct, and understand social issues via our mediated lives. This volume highlights cutting edge scholarship from preeminent scholars in media psychology that examines how media intersect with our social lives in three broad areas: media and the self; media and relationships; and social life in emerging media. The scholars in this volume not only provide insightful and up-to-date examinations of theorizing and research that informs our current understanding of the role of media in our social lives, but they also detail provocative and valuable roadmaps that will form that basis of future scholarship in this crucially important and rapidly evolving media landscape.
Author |
: Mark J. P. Wolf |
Publisher |
: Bloomsbury Publishing USA |
Total Pages |
: 401 |
Release |
: 2007-11-30 |
ISBN-10 |
: 9780313082436 |
ISBN-13 |
: 031308243X |
Rating |
: 4/5 (36 Downloads) |
Synopsis The Video Game Explosion by : Mark J. P. Wolf
The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.
Author |
: Tiffany Funk |
Publisher |
: Amherst College Press |
Total Pages |
: 91 |
Release |
: 2022-04 |
ISBN-10 |
: 9781943208432 |
ISBN-13 |
: 1943208433 |
Rating |
: 4/5 (32 Downloads) |
Synopsis Video Game Art Reader by : Tiffany Funk
The inaugural issue of VGAR celebrates video game culture as inclusive and global. Opening with an interview with the art director of the first independent Cuban video game, Savior, while the following essays from art historians, literary theorists, game designers, artists, educators, museum curators, and programmers all engage with video games as an important part of the global art landscape. Each engages with what makes good game art with special attention to the transnational cadre of gamers that play them. Contributions by Jesse de Vos, Jacob Euteneuer, Monica Evans, Tiffany Funk, René Glas, Eddie Lohmeyer, Evan Meaney, Kieran Nolan, Josuhe Pagliery, Sercan Şengün, Teresa Silva, Christopher W. Totten, and Jasper van Vught.