Author: Aditya Deshbandhu
Publisher: Taylor & Francis
ISBN: 1000082261
Category : Games & Activities
Languages : en
Pages : 200
Book Description
This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player’s perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products’ many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed; details participants’ gaming habits, practices and contexts from a cultural perspective and analyzes the participants’ responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.
Gaming Culture(s) in India
Author: Aditya Deshbandhu
Publisher: Taylor & Francis
ISBN: 1000082261
Category : Games & Activities
Languages : en
Pages : 200
Book Description
This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player’s perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products’ many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed; details participants’ gaming habits, practices and contexts from a cultural perspective and analyzes the participants’ responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.
Publisher: Taylor & Francis
ISBN: 1000082261
Category : Games & Activities
Languages : en
Pages : 200
Book Description
This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player’s perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products’ many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed; details participants’ gaming habits, practices and contexts from a cultural perspective and analyzes the participants’ responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.
Videogames in the Indian Subcontinent
Author: Souvik Mukherjee
Publisher: Bloomsbury Publishing
ISBN: 9354356915
Category : Social Science
Languages : en
Pages : 182
Book Description
Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world-the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region. Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global.
Publisher: Bloomsbury Publishing
ISBN: 9354356915
Category : Social Science
Languages : en
Pages : 182
Book Description
Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world-the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region. Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global.
Video Games Around the World
Author: Mark J. P. Wolf
Publisher: MIT Press
ISBN: 0262527162
Category : Games & Activities
Languages : en
Pages : 715
Book Description
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
Publisher: MIT Press
ISBN: 0262527162
Category : Games & Activities
Languages : en
Pages : 715
Book Description
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
Videogames and Postcolonialism
Author: Souvik Mukherjee
Publisher: Springer
ISBN: 3319548220
Category : Social Science
Languages : en
Pages : 126
Book Description
This book focuses on the almost entirely neglected treatment of empire and colonialism in videogames. From its inception in the nineties, Game Studies has kept away from these issues despite the early popularity of videogame franchises such as Civilization and Age of Empire. This book examines the complex ways in which some videogames construct conceptions of spatiality, political systems, ethics and society that are often deeply imbued with colonialism. Moving beyond questions pertaining to European and American gaming cultures, this book addresses issues that relate to a global audience – including, especially, the millions who play videogames in the formerly colonised countries, seeking to make a timely intervention by creating a larger awareness of global cultural issues in videogame research. Addressing a major gap in Game Studies research, this book will connect to discourses of post-colonial theory at large and thereby, provide another entry-point for this new medium of digital communication into larger Humanities discourses.
Publisher: Springer
ISBN: 3319548220
Category : Social Science
Languages : en
Pages : 126
Book Description
This book focuses on the almost entirely neglected treatment of empire and colonialism in videogames. From its inception in the nineties, Game Studies has kept away from these issues despite the early popularity of videogame franchises such as Civilization and Age of Empire. This book examines the complex ways in which some videogames construct conceptions of spatiality, political systems, ethics and society that are often deeply imbued with colonialism. Moving beyond questions pertaining to European and American gaming cultures, this book addresses issues that relate to a global audience – including, especially, the millions who play videogames in the formerly colonised countries, seeking to make a timely intervention by creating a larger awareness of global cultural issues in videogame research. Addressing a major gap in Game Studies research, this book will connect to discourses of post-colonial theory at large and thereby, provide another entry-point for this new medium of digital communication into larger Humanities discourses.
Online Gaming in India
Author: Lovely Dasgupta
Publisher: CRC Press
ISBN: 1040166385
Category : Computers
Languages : en
Pages : 265
Book Description
This book offers a comprehensive overview from diverse perspectives of online gaming technology, policy, and experiments to understand and review the Indian approach. It starts with the technological viewpoint on the governance and regulation of online gaming and includes the Indian experiment in governing and regulating it. The book brings a nuanced approach related to the perspectives of various stakeholders, the players, the developers, the gamers, the regulators, the law enforcement agencies, the industry and most importantly, the consumers, who are also the intended audience of the work. Present a holistic view of the online gaming industry from technical, legal and policymaking perspectives Offers critical technical highlights include Online transactions, online games ecosystem, online games varied platforms, web3, metaverse, AI and Fantasy Games Includes a comparative analysis to evaluate better the laws, rules, and regulations and the governance of online gaming in India Encapsulates the Indian experience in intervening and streamlining the online gaming industry The book is for Professionals and scholars in the fields of Online Gaming in computer science, Law, and other related discipline. It also serves as a textbook for students for Online Gaming courses.
Publisher: CRC Press
ISBN: 1040166385
Category : Computers
Languages : en
Pages : 265
Book Description
This book offers a comprehensive overview from diverse perspectives of online gaming technology, policy, and experiments to understand and review the Indian approach. It starts with the technological viewpoint on the governance and regulation of online gaming and includes the Indian experiment in governing and regulating it. The book brings a nuanced approach related to the perspectives of various stakeholders, the players, the developers, the gamers, the regulators, the law enforcement agencies, the industry and most importantly, the consumers, who are also the intended audience of the work. Present a holistic view of the online gaming industry from technical, legal and policymaking perspectives Offers critical technical highlights include Online transactions, online games ecosystem, online games varied platforms, web3, metaverse, AI and Fantasy Games Includes a comparative analysis to evaluate better the laws, rules, and regulations and the governance of online gaming in India Encapsulates the Indian experience in intervening and streamlining the online gaming industry The book is for Professionals and scholars in the fields of Online Gaming in computer science, Law, and other related discipline. It also serves as a textbook for students for Online Gaming courses.
Gaming Cultures and Place in Asia-Pacific
Author: Larissa Hjorth
Publisher: Routledge
ISBN: 1135843163
Category : Computers
Languages : en
Pages : 328
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.
Publisher: Routledge
ISBN: 1135843163
Category : Computers
Languages : en
Pages : 328
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 Book of Games
Author: Bendik Stang
Publisher: Book of Games
ISBN: 8299737826
Category : Computer games
Languages : en
Pages : 397
Book Description
This second volume is a compendium of video game synopses as well as a feast for the eyes with literally thousands of vivid, high-resolution screen shots; it provides a comprehensive visual tour through the world of PC and video gaming. Sorted by genre, more than 100 of the latest, most exciting software titles are reviewed with information of interest to players, parents, and industry professionals. Each game is featured in a two-page spread that includes detailed game summaries, analysis, and strategies; nine in-game screen shots; lists of games with similar skill and strategy requirements; appropriate age ran≥ notes ESRB content ratings; complete technological specifications; and more. Feature stories are included throughout the book, covering game-related topics such as multiplayer online gaming, games in movies, and the future of gaming. The book also includes useful reference tools such as an illustrated glossary, an overview of game publishers, and information on current hardware platforms such as Sony's new PS3, Nintendo's Wii, and handheld systems, including the Nintendo DS and Sony PSP.
Publisher: Book of Games
ISBN: 8299737826
Category : Computer games
Languages : en
Pages : 397
Book Description
This second volume is a compendium of video game synopses as well as a feast for the eyes with literally thousands of vivid, high-resolution screen shots; it provides a comprehensive visual tour through the world of PC and video gaming. Sorted by genre, more than 100 of the latest, most exciting software titles are reviewed with information of interest to players, parents, and industry professionals. Each game is featured in a two-page spread that includes detailed game summaries, analysis, and strategies; nine in-game screen shots; lists of games with similar skill and strategy requirements; appropriate age ran≥ notes ESRB content ratings; complete technological specifications; and more. Feature stories are included throughout the book, covering game-related topics such as multiplayer online gaming, games in movies, and the future of gaming. The book also includes useful reference tools such as an illustrated glossary, an overview of game publishers, and information on current hardware platforms such as Sony's new PS3, Nintendo's Wii, and handheld systems, including the Nintendo DS and Sony PSP.
Gaming Globally
Author: N. Huntemann
Publisher: Springer
ISBN: 1137006331
Category : Sports & Recreation
Languages : en
Pages : 272
Book Description
Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.
Publisher: Springer
ISBN: 1137006331
Category : Sports & Recreation
Languages : en
Pages : 272
Book Description
Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.
Games and Visual Culture in the Middle Ages and the Renaissance
Author: Vanina Kopp
Publisher:
ISBN: 9782503588728
Category :
Languages : en
Pages : 356
Book Description
During the Middle Ages and the Renaissance, games were not an idle pastime, but were in fact important tools for exploring, transmitting, enhancing, subverting, and challenging social practices and their rules. Their study, through both visual and material sources, offers a unique insight into medieval and early modern gaming culture, shedding light not only on why, where, when, with whom and in what conditions and circumstances people played games, but also on the variety of interpretations that they had of games and play. Representations of games, and of artefacts associated with games, also often served to communicate complex ideas on topics that ranged from war to love, and from politics to theology.00This volume offers a particular focus onto the type of games that required little or no physical exertion and that, consequently, all people could enjoy, regardless of age, gender, status, occupation, or religion. The representations and artefacts discussed here by contributors, who come from varied disciplines including history, literary studies, art history, and archaeology, cover a wide geographical and chronological range, from Spain to Scandinavia to the Ottoman Turkey and from the early medieval period to the seventeenth century and beyond. Far from offering the ?last word? on the subject, it is hoped that this volume will encourage further studies.
Publisher:
ISBN: 9782503588728
Category :
Languages : en
Pages : 356
Book Description
During the Middle Ages and the Renaissance, games were not an idle pastime, but were in fact important tools for exploring, transmitting, enhancing, subverting, and challenging social practices and their rules. Their study, through both visual and material sources, offers a unique insight into medieval and early modern gaming culture, shedding light not only on why, where, when, with whom and in what conditions and circumstances people played games, but also on the variety of interpretations that they had of games and play. Representations of games, and of artefacts associated with games, also often served to communicate complex ideas on topics that ranged from war to love, and from politics to theology.00This volume offers a particular focus onto the type of games that required little or no physical exertion and that, consequently, all people could enjoy, regardless of age, gender, status, occupation, or religion. The representations and artefacts discussed here by contributors, who come from varied disciplines including history, literary studies, art history, and archaeology, cover a wide geographical and chronological range, from Spain to Scandinavia to the Ottoman Turkey and from the early medieval period to the seventeenth century and beyond. Far from offering the ?last word? on the subject, it is hoped that this volume will encourage further studies.
Literary Cultures and Digital Humanities in India
Author: Nishat Zaidi
Publisher: Taylor & Francis
ISBN: 100081470X
Category : Language Arts & Disciplines
Languages : en
Pages : 396
Book Description
This book explores the use of digital humanities (DH) to understand, interpret, and annotate the poetics of Indian literary and cultural texts, which circulate in digital forms — in manuscripts — and as oral or musical performance. Drawing on the linguistic, cultural, historical, social, and geographic diversity of Indian texts and contexts, it foregrounds the use of digital technologies — including minimal computing, novel digital humanities research and teaching methodologies, critical archive generation and maintenance — for explicating poetics of Indian literatures and generating scholarly digital resources which will facilitate comparative readings. With contributions from DH scholars and practitioners from across India, the United States, the United Kingdom, and more, this book will be a key intervention for scholars and researchers of literature and literary theory, DH, media studies, and South Asian Studies.
Publisher: Taylor & Francis
ISBN: 100081470X
Category : Language Arts & Disciplines
Languages : en
Pages : 396
Book Description
This book explores the use of digital humanities (DH) to understand, interpret, and annotate the poetics of Indian literary and cultural texts, which circulate in digital forms — in manuscripts — and as oral or musical performance. Drawing on the linguistic, cultural, historical, social, and geographic diversity of Indian texts and contexts, it foregrounds the use of digital technologies — including minimal computing, novel digital humanities research and teaching methodologies, critical archive generation and maintenance — for explicating poetics of Indian literatures and generating scholarly digital resources which will facilitate comparative readings. With contributions from DH scholars and practitioners from across India, the United States, the United Kingdom, and more, this book will be a key intervention for scholars and researchers of literature and literary theory, DH, media studies, and South Asian Studies.