CGDC Conference Proceedings

CGDC Conference Proceedings PDF Author: Frans Mäyrä
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages : 360

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CGDC Conference Proceedings

CGDC Conference Proceedings PDF Author: Frans Mäyrä
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages : 360

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Book Description


Conference Proceedings

Conference Proceedings PDF Author:
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages : 972

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Fifth Annual Proceedings, CGDC

Fifth Annual Proceedings, CGDC PDF Author:
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages : 74

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The Video Game Theory Reader

The Video Game Theory Reader PDF Author: Mark J.P. Wolf
Publisher: Routledge
ISBN: 1135205183
Category : Social Science
Languages : en
Pages : 372

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Book Description
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.

Video Gaming

Video Gaming PDF Author:
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 189

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Book Description
Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.

War Games

War Games PDF Author: Philip Hammond
Publisher: Bloomsbury Publishing USA
ISBN: 1501351168
Category : Social Science
Languages : en
Pages : 379

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Book Description
Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?

Digital Material

Digital Material PDF Author: Marianne van den Boomen
Publisher: Amsterdam University Press
ISBN: 9089640681
Category : Social Science
Languages : en
Pages : 304

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Book Description
This is a compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society. Three decades of societal and cultural alignment of new media yielded to a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. "New Media Studies" crystallized internationally into an established academic discipline, which begs the question: where do we stand now; which new issues have emerged now that new media are taken for granted, and which riddles remain unsolved; and, is contemporary digital culture indeed all about 'you', or do we still not really understand the digital machinery and how it constitutes us as 'you'. From desktop metaphors to Web 2.0 ecosystems, from touch screens to bloggging to e-learning, from role-playing games to Cybergoth music to wireless dreams, this timely volume offers a showcase of the most up-to-date research in the field from what may be called a 'digital-materialist' perspective.

Understanding Video Games

Understanding Video Games PDF Author: Simon Egenfeldt-Nielsen
Publisher: Routledge
ISBN: 1136300422
Category : Games & Activities
Languages : en
Pages : 338

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Book Description
This expanded and revised second edition of Understanding Video Games provides a comprehensive introduction to the growing field of game studies. Understanding Video Games, 2nd Edition is an essential read for newcomers to video game studies and experienced game scholars alike. This follow-up to the pioneering first edition takes video game studies into the next decade of the twenty-first century, highlighting changes in the game business, advances in video game scholarship, and recent trends in game design and development—including mobile, social, and casual gaming. In Understanding Video Games, 2nd Edition students will: Assess the major theories used to analyze games, such as ludology and narratology Gain familiarity with the commercial and organizational aspects of the game industry Trace the history of video games from Pong to Playstation 3 and beyond Explore the aesthetics of game design Evaluate the cultural position of video games Consider the potential effects of both violent and "serious" games. Extensively illustrated, and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline (including an interactive online version), Understanding Video Games, 2nd Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

The Video Game Theory Reader 2

The Video Game Theory Reader 2 PDF Author: Bernard Perron
Publisher: Routledge
ISBN: 1135895171
Category : Social Science
Languages : en
Pages : 705

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Book Description
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

Proceeding of the Technologies for Interactive Digital Storytelling and Entertainment (TIDSE) Conference, 2003

Proceeding of the Technologies for Interactive Digital Storytelling and Entertainment (TIDSE) Conference, 2003 PDF Author: Stefan Göbel
Publisher:
ISBN:
Category : Interactive multimedia
Languages : en
Pages : 438

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