Computer Games as a Sociocultural Phenomenon

Computer Games as a Sociocultural Phenomenon PDF Author: A. Jahn-Sudmann
Publisher: Springer
ISBN: 023058330X
Category : Social Science
Languages : en
Pages : 242

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Book Description
Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.

Computer Games as a Sociocultural Phenomenon

Computer Games as a Sociocultural Phenomenon PDF Author: Andreas Jahn-Sudmann
Publisher: Palgrave MacMillan
ISBN:
Category : Games & Activities
Languages : en
Pages : 266

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Book Description
In the course of their increasing sociocultural importance, the academic interest in computer games has been growing considerably in the last years. This profound anthology comprehensibly introduces latest approaches in the central fields of game studies and provides an extensive survey of the contemporary game culture. Internationally renowned media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games and present new concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment.

Computer Games as a Sociocultural Phenomenon

Computer Games as a Sociocultural Phenomenon PDF Author: A. Jahn-Sudmann
Publisher: Springer
ISBN: 023058330X
Category : Social Science
Languages : en
Pages : 242

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Book Description
Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.

Video Games

Video Games PDF Author: Arthur Asa Berger
Publisher: Routledge
ISBN: 1351299948
Category : Social Science
Languages : en
Pages : 163

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Book Description
From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon.Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry.

Social Exclusion, Power, and Video Game Play

Social Exclusion, Power, and Video Game Play PDF Author: David G. Embrick
Publisher: Lexington Books
ISBN: 0739138626
Category : Social Science
Languages : en
Pages : 284

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Book Description
While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural and political environment that raises the question of the significance of work, play, power and inequalities in the modern world. Many studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers or even social media; how social exclusion (e.g., race, class, gender, etc.) in the virtual environments are reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope to draw attention to the need for more studies that are both sociological and critical.

Computer Games and the Social Imaginary

Computer Games and the Social Imaginary PDF Author: Graeme Kirkpatrick
Publisher: Polity
ISBN: 0745641105
Category : Games & Activities
Languages : en
Pages : 229

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Book Description
Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.

Cultural Perspectives of Video Games: From Desiger to Player

Cultural Perspectives of Video Games: From Desiger to Player PDF Author:
Publisher: BRILL
ISBN: 1848881614
Category : Social Science
Languages : en
Pages : 207

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Book Description
Understanding that video games are a fundamentally human creation, in this volume international scholars, designers, developers, and most importantly gamers, share with us their common connection though video game culture.

Computer Games and Language Learning

Computer Games and Language Learning PDF Author: M. Peterson
Publisher: Springer
ISBN: 1137005173
Category : Language Arts & Disciplines
Languages : en
Pages : 180

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Book Description
A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.

Replayed

Replayed PDF Author: Henry Lowood
Publisher: JHU Press
ISBN: 1421445956
Category : Technology & Engineering
Languages : en
Pages : 377

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Book Description
A leading voice in technology studies shares a collection of essential essays on the preservation of software and history of games. Since the early 2000s, Henry Lowood has led or had a key role in numerous initiatives devoted to the preservation and documentation of virtual worlds, digital games, and interactive simulations, establishing himself as a major scholar in the field of game studies. His voluminous writings have tackled subject matter spanning the history of game design and development, military simulation, table-top games, machinima, e-sports, wargaming, and historical software archives and collection development. Replayed consolidates Lowood's far-flung and significant publications on these subjects into a single volume.

Gaming Cultures and Place in Asia-Pacific

Gaming Cultures and Place in Asia-Pacific PDF Author: Larissa Hjorth
Publisher: Routledge
ISBN: 1135843163
Category : Computers
Languages : en
Pages : 328

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Book Description
This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.

The Spaces and Places of Canadian Popular Culture

The Spaces and Places of Canadian Popular Culture PDF Author: Victoria Kannen
Publisher: Canadian Scholars’ Press
ISBN: 1773381423
Category : Language Arts & Disciplines
Languages : en
Pages : 391

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Book Description
An exclusively Canadian textbook, this collection investigates the relationships between identity, geography, and popular culture that are produced and consumed in this sprawling country. Expanding beyond the clichés of friendliness and snow, this text provides a fresh perspective on what it means to be Canadian, both nationally and transnationally. Scholars look at historical subjects like Québécois identity and Indigenous self-representation and explore issues in contemporary media, including music, film, television, comic books, video games, and social media. From Drake to the Tragically Hip, Trailer Park Boys to The Amazing Race Canada, and poutine to maple syrup, mainstream icons and trends are studied in the interdisciplinary context of race, gender, sexuality, politics, and patriotism. Contributing to the location of Canadian popular culture, this unique resource will engage students and scholars of communication studies, cultural studies, and Canadian studies. FEATURES - Includes key concepts and theories and a glossary - Engages students with relatable historical and contemporary examples of Canadiana through a breadth of media, including television shows, websites, journals, celebrities, newspapers, literature, comic books, video games, music, and films - Ensures equal representation of a national and transnational Canada, which includes examples of race, gender, sexuality, and ethnicity, with particular attention to geographical intricacies that contain all provinces and territories