Video Games and Comedy

Video Games and Comedy PDF Author: Krista Bonello Rutter Giappone
Publisher: Springer Nature
ISBN: 3030883388
Category : Performing Arts
Languages : en
Pages : 371

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Book Description
Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles. The first section of the book includes chapters that engage with theories of comedy and humour, adapting them to the specifics of the video game medium. The second section explores humour in the contexts, cultures, and communities that give rise to and spring up around video games, focusing on phenomena such as in-jokes, player self-reflexivity, and player/fan creativity. The third section offers case studies of individual games or game series, exploring the use of irony as well as sexual and racial humour in video games. Chapter “Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Video Games and Comedy

Video Games and Comedy PDF Author: Krista Bonello Rutter Giappone
Publisher: Springer Nature
ISBN: 3030883388
Category : Performing Arts
Languages : en
Pages : 371

Get Book Here

Book Description
Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles. The first section of the book includes chapters that engage with theories of comedy and humour, adapting them to the specifics of the video game medium. The second section explores humour in the contexts, cultures, and communities that give rise to and spring up around video games, focusing on phenomena such as in-jokes, player self-reflexivity, and player/fan creativity. The third section offers case studies of individual games or game series, exploring the use of irony as well as sexual and racial humour in video games. Chapter “Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

An Exploration of Space 1999 Through the Lens of Video Games: Payne 1999

An Exploration of Space 1999 Through the Lens of Video Games: Payne 1999 PDF Author: John K. Balor
Publisher: Lulu.com
ISBN: 0359766781
Category : History
Languages : en
Pages : 742

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Book Description
This book contains transcripts from Online Alpha discussions where the video game PAYNE 1999, game theory and game-study theories are used for analysing and commenting on problems of conflict and cooperation in SPACE 1999. The discussions build on more than a decade of conversations and debate about PAYNE 1999, and the aim of the book is to put the various threads together while also developing new ideas and providing direction for further investigations. The book has been developed on an idealistic basis, and it is sold at the lowest price the publisher was willing to accept. A free e-book version can be downloaded at www.lulu.com.

Brutal

Brutal PDF Author: Sadie Jacks
Publisher: Sadie Jacks
ISBN:
Category : Fiction
Languages : en
Pages : 170

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Book Description
They might not win the war. Hollyn Parker and her triplet mates, Thane, Tagan, and Toven, are stuck in a war they didn’t want. Now they’re finding out exactly how high the odds are stacked against them. With only one goddess they can trust, they have to wade into a battle not of their own making. Between having to train to use the magic they’ve just discovered and trying to deepen the bond they have as fated mates, they’re all stuck between two warring factions frantic to win at all costs. When secrets are revealed, Hollyn and the triplets will do whatever is necessary to break free of the restraints put on them by the gods using them as pawns. And if it awakens an even greater evil? Well, they did try to tell everyone they didn’t want to play their games. Will Hollyn and her mates figure out how to best the gods at their own games? Or will they fall victim to the evil that lurks below the surface? Don’t miss the third book in the Circle of the Stars series by Sadie Jacks. This paranormal romance reverse harem novel will have you laughing, crying, cringing, and yelling for the good guys. If you like quirky humor, tough as nails heroines, sexy and smart alpha males, and a game built by the gods, then you want to make sure you get this book in your hot little hands.

The Magic of Games

The Magic of Games PDF Author: UWK
Publisher: Edition Donau-Universität Krems
ISBN: 3903150975
Category : Computers
Languages : en
Pages : 425

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Book Description
The 15th Vienna Gamens Conference "The Future and Reality of Gaming" (FROG) 2021 has explored how magic and games seem almost inextricably intertwined. This volume collects 17 contributions that have emerged from the conference, and which together form a multi-faceted examination of the "Magic of Games".

The Encyclopedia of Hell

The Encyclopedia of Hell PDF Author: Miriam Van Scott
Publisher: Macmillan
ISBN: 146689119X
Category : Body, Mind & Spirit
Languages : en
Pages : 517

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Book Description
The Encyclopedia of Hell is a comprehensive survey of the underworld, drawing information from cultures around the globe and eras throughout history. Organized in a simple-to-use alphabetic format, entries cover representations of the dark realm of the dead in mythology, religion, works of art, opera, literature, theater, music, film, and television. Sources include African legends, Native American stories, Asian folktales, and other more obscure references, in addition to familiar infernal chronicles from Western lore. The result is a catalog of underworld data, with entries running the gamut from descriptions of grisly pits of torture to humorous cartoons lampooning the everlasting abyss. Its extensive cross-referencing also supplies links between various concepts and characters from the netherworld and provides further information on particular theories. Peruse these pages and find out for yourself what history's greatest imaginations have envisioned awaiting the wicked on the other side of the grave.

The Middle Ages in Computer Games

The Middle Ages in Computer Games PDF Author: Robert Houghton
Publisher: Boydell & Brewer
ISBN: 1843847299
Category : Games & Activities
Languages : en
Pages : 373

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Book Description
Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.

Massively Multiplayer Games For Dummies

Massively Multiplayer Games For Dummies PDF Author: Scott Jennings
Publisher: John Wiley & Sons
ISBN: 0471793116
Category : Games & Activities
Languages : en
Pages : 362

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Book Description
Intrigued by MMGs? Here's the place to start Compare games, create a character, choose a guild to join, and have some fun! So your friend keeps talking about playing this cool game with millions of people on the Internet, and you really want to join in? Great idea! This book will let you in on the lingo, provide a little background on MMGs, help you choose a character, and prepare you for a trip into the fantasy world. Discover how to * Choose a game you'll enjoy * Start developing a character * Survive player vs. player combat * Find useful gameplay guides * Slay more monsters * Team up with other players

The Lady''s Book

The Lady''s Book PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 344

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Book Description


Game Magic

Game Magic PDF Author: Jeff Howard
Publisher: CRC Press
ISBN: 1040057764
Category : Computers
Languages : en
Pages : 273

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Book Description
Make More Immersive and Engaging Magic Systems in GamesGame Magic: A Designer's Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis wi

The Old Roman World

The Old Roman World PDF Author: John Lord
Publisher: Jovian Press
ISBN: 153780846X
Category : History
Languages : en
Pages : 345

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Book Description
A little city, founded by robbers on the banks of the Tiber, rises gradually into importance, although the great cities of the East are scarcely conscious of its existence. Its early struggles simply arrest the attention, and excite the jealousy, of the neighboring nations. The citizens of this little state are warriors, and, either for defense or glory, they subdue one after another the cities of Latium and Etruria, then the whole of Italy, and finally the old monarchies and empires of the world. In two hundred and fifty years the citizens have become nobles, and a great aristocracy is founded, which lasts eight hundred years. Their aggressive policy and unbounded ambition involve the whole world in war, which does not cease until all the nations known to the Greeks acknowledge their sway. Everywhere Roman laws, language, and institutions spread. A vast empire arises, larger than the Assyrian and the Macedonian combined, - a universal empire, - a great wonder and mystery, having all the grandeur of a providential event. It becomes too great to be governed by an oligarchy of nobles. Civil wars create an imperator, who, uniting in himself all the great offices of state, and sustained by the conquering legions, rules from East to West and from North to South, with absolute and undivided sovereignty. The Caesars reach the summit of human greatness and power, and the city of Romulus becomes the haughty mistress of the world. The emperor is worshiped as a deity, and the proud metropolis calls herself eternal. An empire is established by force of arms and by a uniform policy, such as this world has not seen before or since.