Video Gamers

Video Gamers
Author :
Publisher : Routledge
Total Pages : 211
Release :
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.

Video Games as Culture

Video Games as Culture
Author :
Publisher : Routledge
Total Pages : 198
Release :
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.

Video Games Have Always Been Queer

Video Games Have Always Been Queer
Author :
Publisher : NYU Press
Total Pages : 278
Release :
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.

Video Games

Video Games
Author :
Publisher : Greenhaven Publishing LLC
Total Pages : 115
Release :
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.

Game Design Theory

Game Design Theory
Author :
Publisher : CRC Press
Total Pages : 187
Release :
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.

Digital Transformation and Global Society

Digital Transformation and Global Society
Author :
Publisher : Springer
Total Pages : 415
Release :
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.

Games: Purpose and Potential in Education

Games: Purpose and Potential in Education
Author :
Publisher : Springer Science & Business Media
Total Pages : 270
Release :
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.

HCI in Games: Experience Design and Game Mechanics

HCI in Games: Experience Design and Game Mechanics
Author :
Publisher : Springer Nature
Total Pages : 423
Release :
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.

Gaming and Geography

Gaming and Geography
Author :
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

Small Animal Laparoscopy and Thoracoscopy

Small Animal Laparoscopy and Thoracoscopy
Author :
Publisher : John Wiley & Sons
Total Pages : 375
Release :
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