Author:
Publisher:
ISBN: 9781484494561
Category :
Languages : en
Pages : 127
Book Description
More gamers than ever are watching others play games rather than playing the games themselves. Gaming Live will provide a complete guide to live streaming and gaming, taking advantage of the huge audiences across all live streaming platforms.
Gaming live!.
Author:
Publisher:
ISBN: 9781484494561
Category :
Languages : en
Pages : 127
Book Description
More gamers than ever are watching others play games rather than playing the games themselves. Gaming Live will provide a complete guide to live streaming and gaming, taking advantage of the huge audiences across all live streaming platforms.
Publisher:
ISBN: 9781484494561
Category :
Languages : en
Pages : 127
Book Description
More gamers than ever are watching others play games rather than playing the games themselves. Gaming Live will provide a complete guide to live streaming and gaming, taking advantage of the huge audiences across all live streaming platforms.
Watch Me Play
Author: T. L. Taylor
Publisher: Princeton University Press
ISBN: 0691184976
Category : Social Science
Languages : en
Pages : 328
Book Description
A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.
Publisher: Princeton University Press
ISBN: 0691184976
Category : Social Science
Languages : en
Pages : 328
Book Description
A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.
Gaming Lives in the Twenty-First Century
Author: G. Hawisher
Publisher: Springer
ISBN: 0230601766
Category : Psychology
Languages : en
Pages : 275
Book Description
This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.
Publisher: Springer
ISBN: 0230601766
Category : Psychology
Languages : en
Pages : 275
Book Description
This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.
Paratextualizing Games
Author: Benjamin Beil
Publisher: transcript Verlag
ISBN: 3839454212
Category : Social Science
Languages : en
Pages : 407
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?
Publisher: transcript Verlag
ISBN: 3839454212
Category : Social Science
Languages : en
Pages : 407
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?
Game On
Author: Seressia Glass
Publisher: Penguin
ISBN: 0593199081
Category : Fiction
Languages : en
Pages : 401
Book Description
When an unexpected Player Two enters her life, a gamer must decide if their relationship is worth leveling up in this new romance from the author of The Love Con. Samara Reynolds has built a large following as a gamer under an anonymous screen name, and uses her skills as a DEIA consultant to advocate for equal representation in video games. When she posted a video critiquing the popular game Legendsfall, she knew she’d get a reaction from her fans, but the video leads to hundreds of female gamers critiquing the game and its company, Artemis Games. The only thing more unexpected than starting an online movement is getting a job offer from the handsome CEO of Artemis. Aron Galanis has been on a mission to get his company certified to create gaming content for people with disabilities. When he sees Artemis trending online for all the wrong reasons, he’s determined to right his wrongs and offers the originator a mea culpa, as well as a job offer to overhaul the character options in Legendsfall. Working together turns Aron and Samara from adversaries into allies, allies into friends, and after that—something more. But once their relationship goes public, will Aron and Samara be able to weather the storm and fight for their happy ending, or is it game over?
Publisher: Penguin
ISBN: 0593199081
Category : Fiction
Languages : en
Pages : 401
Book Description
When an unexpected Player Two enters her life, a gamer must decide if their relationship is worth leveling up in this new romance from the author of The Love Con. Samara Reynolds has built a large following as a gamer under an anonymous screen name, and uses her skills as a DEIA consultant to advocate for equal representation in video games. When she posted a video critiquing the popular game Legendsfall, she knew she’d get a reaction from her fans, but the video leads to hundreds of female gamers critiquing the game and its company, Artemis Games. The only thing more unexpected than starting an online movement is getting a job offer from the handsome CEO of Artemis. Aron Galanis has been on a mission to get his company certified to create gaming content for people with disabilities. When he sees Artemis trending online for all the wrong reasons, he’s determined to right his wrongs and offers the originator a mea culpa, as well as a job offer to overhaul the character options in Legendsfall. Working together turns Aron and Samara from adversaries into allies, allies into friends, and after that—something more. But once their relationship goes public, will Aron and Samara be able to weather the storm and fight for their happy ending, or is it game over?
SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES
Author: Marcin Wardaszko
Publisher: Akademia Leona Kozminskiego
ISBN: 8366502015
Category : Business & Economics
Languages : en
Pages : 687
Book Description
The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.
Publisher: Akademia Leona Kozminskiego
ISBN: 8366502015
Category : Business & Economics
Languages : en
Pages : 687
Book Description
The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.
Twitch
Author: Mark R. Johnson
Publisher: John Wiley & Sons
ISBN: 1509558608
Category : Computers
Languages : en
Pages : 152
Book Description
Twitch is the leading live streaming platform in most of the world and an integral part of contemporary digital gaming culture. Millions of people broadcast their game play (as well as other activities) to over a hundred million people who regularly visit the site. In this accessible book, Mark R. Johnson offers both a synthesis of existing Twitch research and a new way to understand Twitch as a public forum for gaming. Drawing on ideas of the ancient Greek agora or public forum, Johnson demonstrates how Twitch has become the key location for game players looking to understand what is contemporary, relevant, and important in modern gaming culture. He argues that Twitch has constructed a particular kind of public forum for gaming, an understanding which emerges from analysing the platform through its technological infrastructure, its streamers and viewers, its broadcast content, and its tightly knit communities. While this forum helps shape gaming culture, it also exhibits many of gaming's existing problems with harassment and cultural exclusivity. Despite being the essential public space for contemporary gaming, Johnson shows that Twitch is far more complex than it first appears, and is currently expanding in ways that challenge this – until now – core focus. This book is essential reading for students and scholars of game studies, media studies, and anyone with an interest in the rapidly changing nature of online communication.
Publisher: John Wiley & Sons
ISBN: 1509558608
Category : Computers
Languages : en
Pages : 152
Book Description
Twitch is the leading live streaming platform in most of the world and an integral part of contemporary digital gaming culture. Millions of people broadcast their game play (as well as other activities) to over a hundred million people who regularly visit the site. In this accessible book, Mark R. Johnson offers both a synthesis of existing Twitch research and a new way to understand Twitch as a public forum for gaming. Drawing on ideas of the ancient Greek agora or public forum, Johnson demonstrates how Twitch has become the key location for game players looking to understand what is contemporary, relevant, and important in modern gaming culture. He argues that Twitch has constructed a particular kind of public forum for gaming, an understanding which emerges from analysing the platform through its technological infrastructure, its streamers and viewers, its broadcast content, and its tightly knit communities. While this forum helps shape gaming culture, it also exhibits many of gaming's existing problems with harassment and cultural exclusivity. Despite being the essential public space for contemporary gaming, Johnson shows that Twitch is far more complex than it first appears, and is currently expanding in ways that challenge this – until now – core focus. This book is essential reading for students and scholars of game studies, media studies, and anyone with an interest in the rapidly changing nature of online communication.
The Civilized Guide to Tabletop Gaming
Author: Teri Litorco
Publisher: Simon and Schuster
ISBN: 1440597979
Category : Games & Activities
Languages : en
Pages : 224
Book Description
Don't Be a Beardy Gamer "A very funny and useful read on its own, but it also makes a great gift for that sore loser in your life." --The New York Times "An indispensable, laugh-out-loud guide to the pitfalls and pleasures of gaming." ~Graham McNeill, Warhammer Fantasy and Warhammer 40,000 novels author; former Games Workshop designer "For anyone looking to be a part of one of the greatest communities in the world!" ~Brittanie Boe, editor of GameWire "A warm, insightful guide for exploring one of geek culture's oldest realms." ~Aaron Dembski-Bowden, author of New York Times bestselling book The Horus Heresy: The First Heretic Whether you're new to the world of tabletop games or a veteran gamer, The Civilized Guide to Tabletop Gaming is your go-to game-night etiquette guide. Expert gamer Teri Litorco, of the gaming site Geek and Sundry, helps you to get along as you play and make the most out of your time with your gamer group. Packed with insider advice and etiquette tips, this essential guide includes advice on everything from sharing crib sheets and meeples to avoiding drama and poor sportsmanship at the game table. With 100 gaming etiquette rules, The Civilized Guide to Tabletop Gaming provides you and your group with all you need for a fun and respectful game night--without rage-quitters, bad losers, terrible winners, and Incredible Sulks!
Publisher: Simon and Schuster
ISBN: 1440597979
Category : Games & Activities
Languages : en
Pages : 224
Book Description
Don't Be a Beardy Gamer "A very funny and useful read on its own, but it also makes a great gift for that sore loser in your life." --The New York Times "An indispensable, laugh-out-loud guide to the pitfalls and pleasures of gaming." ~Graham McNeill, Warhammer Fantasy and Warhammer 40,000 novels author; former Games Workshop designer "For anyone looking to be a part of one of the greatest communities in the world!" ~Brittanie Boe, editor of GameWire "A warm, insightful guide for exploring one of geek culture's oldest realms." ~Aaron Dembski-Bowden, author of New York Times bestselling book The Horus Heresy: The First Heretic Whether you're new to the world of tabletop games or a veteran gamer, The Civilized Guide to Tabletop Gaming is your go-to game-night etiquette guide. Expert gamer Teri Litorco, of the gaming site Geek and Sundry, helps you to get along as you play and make the most out of your time with your gamer group. Packed with insider advice and etiquette tips, this essential guide includes advice on everything from sharing crib sheets and meeples to avoiding drama and poor sportsmanship at the game table. With 100 gaming etiquette rules, The Civilized Guide to Tabletop Gaming provides you and your group with all you need for a fun and respectful game night--without rage-quitters, bad losers, terrible winners, and Incredible Sulks!
Mastering the Game:
Author: World Intellectual Property Organization
Publisher: WIPO
ISBN:
Category : Law
Languages : en
Pages : 378
Book Description
“Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.
Publisher: WIPO
ISBN:
Category : Law
Languages : en
Pages : 378
Book Description
“Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.
Online Casinos For Real Money
Author: John Kalwin
Publisher: nukforme
ISBN:
Category : Games & Activities
Languages : en
Pages : 14
Book Description
Online casinos, also known as virtual casinos or Internet casinos, are online versions of traditional casinos. Online casinos generally offer odds and payback percentages that are comparable to land-based casinos. Some online casinos claim higher payback percentages for slot machine games, and some publish payout percentage audits on their websites. Assuming that the online casino is using an appropriately programmed random number generator, table games like blackjack have an established house edge. The payout percentage for these games are established by the rules of the game. This ebook by John Kalwin will give a brief explanation on Online Casino Ground, for more information visit: http://www.onlinecasinoground.nl
Publisher: nukforme
ISBN:
Category : Games & Activities
Languages : en
Pages : 14
Book Description
Online casinos, also known as virtual casinos or Internet casinos, are online versions of traditional casinos. Online casinos generally offer odds and payback percentages that are comparable to land-based casinos. Some online casinos claim higher payback percentages for slot machine games, and some publish payout percentage audits on their websites. Assuming that the online casino is using an appropriately programmed random number generator, table games like blackjack have an established house edge. The payout percentage for these games are established by the rules of the game. This ebook by John Kalwin will give a brief explanation on Online Casino Ground, for more information visit: http://www.onlinecasinoground.nl