Paratextualizing Games

Paratextualizing Games PDF Author: Benjamin Beil
Publisher: transcript Verlag
ISBN: 3732854213
Category : Social Science
Languages : en
Pages : 364

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Book Description
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?

Paratextualizing Games

Paratextualizing Games PDF Author: Benjamin Beil
Publisher: transcript Verlag
ISBN: 3732854213
Category : Social Science
Languages : en
Pages : 364

Get Book Here

Book Description
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?

Vintage Games 2.0

Vintage Games 2.0 PDF Author: Matt Barton
Publisher: CRC Press
ISBN: 1000000923
Category : Computers
Languages : en
Pages : 374

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Book Description
Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

Templar

Templar PDF Author: Jordan Mechner
Publisher: Macmillan
ISBN: 1596433930
Category : Comics & Graphic Novels
Languages : en
Pages : 482

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Book Description
After the king of France and the pope massacre the Templars and steal their treasure, Martin assembles a small band of surviving Templars to retrieve the stolen treasure from under the king's nose.

Solomon's Thieves

Solomon's Thieves PDF Author: Jordan Mechner
Publisher: Macmillan
ISBN: 1596433914
Category : Comics & Graphic Novels
Languages : en
Pages : 148

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Book Description
In fourteenth-century France, when a royal conspiracy destroys the Templar Order for its treasure, Martin--a Templar Knight returning from the Crusades--finds himself one of the only Templars out of prison and attempts to steal the treasure.

The Making of Prince of Persia

The Making of Prince of Persia PDF Author: Jordan Mechner
Publisher:
ISBN: 9780578627311
Category : Computer animation
Languages : en
Pages : 335

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Book Description
The creator of one of the most innovative and best-selling video games of all time gives an unvarnished look into the process in this one-of-a-kind compilation. Before Prince of Persia was a best-selling video game franchise and a Disney movie, it was an Apple II computer game created and programmed by one person, Jordan Mechner. Mechner's candid and revealing journals from the time capture the journey from his parents’ basement to the forefront of the fast-growing 1980s video game industry... and the creative, technical, and personal struggles that brought the prince into being and ultimately into the homes of millions of people worldwide. Now, on the 30th anniversary of Prince of Persia’s release, Mechner looks back at the journals he kept from 1985 to 1993, offering new insights into the game that established him as a pioneer of cinematic storytelling in the industry. This beautifully illustrated and annotated collector’s edition includes: 300 pages of Jordan’s original journals, Present-day margin notations by Jordan adding explanation, context, and affectionate cartoons of real-life characters, Archival visuals illustrating the stages of the game’s creation, Work-in-progress sketches, rotoscoped animation, screen shots, interface design, memos, and more, A full-color 32-page "Legacy" section in which Jordan and fans share Prince of Persia memories from the past 30 years, including the Ubisoft games and Disney movie. The Making of Prince of Persia is both a tribute to a timeless classic, and an indelible look at the creative process that will resonate with retro-gaming fans, game developers, and writers, artists, and creators of all stripes.

How to Talk about Videogames

How to Talk about Videogames PDF Author: Ian Bogost
Publisher: U of Minnesota Press
ISBN: 1452949875
Category : Social Science
Languages : en
Pages : 200

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Book Description
Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date. Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t. Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”

Comics and Videogames

Comics and Videogames PDF Author: Andreas Rauscher
Publisher: Routledge
ISBN: 100022421X
Category : Comics & Graphic Novels
Languages : en
Pages : 361

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Book Description
This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.

The Homeland Security Advisory System

The Homeland Security Advisory System PDF Author: United States House of Representatives
Publisher:
ISBN: 9781670858740
Category :
Languages : en
Pages : 74

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Book Description
The Homeland Security Advisory System: hearing before the Select Committee on Homeland Security, House of Representatives, One Hundred Eighth Congress, second session, February 4, 2004.

Off by One

Off by One PDF Author: Jonathan Ackley
Publisher:
ISBN: 9780578343754
Category :
Languages : en
Pages :

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Book Description
When a Russian hacker uploads Coliseum Arts' latest computer game to the Internet, its designer Owen Nickerson fears that the company he founded will soon be bankrupt. To keep the business afloat, Owen agrees to participate in a mysterious government project.While investigating the leak within his company, one small mistake sets off a chain reaction that puts tens of thousands of lives at risk.To set things right, Owen seeks the help of Finnish crime reporter Astrid, and the pair are swept away on an adventure that will take them to the heart of the post-Soviet underworld.

A Guide to Japanese Role-Playing Games

A Guide to Japanese Role-Playing Games PDF Author: Bitmap Books
Publisher:
ISBN: 9781838019143
Category :
Languages : en
Pages : 0

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Book Description