Author: Matthew E. Gladden
Publisher: Defragmenter Media
ISBN: 1944373748
Category : Computers
Languages : en
Pages : 362
Book Description
The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.
Phenomenology of the Gameworld: A Philosophical Toolbox for Video Game Developers
Author: Matthew E. Gladden
Publisher: Defragmenter Media
ISBN: 1944373748
Category : Computers
Languages : en
Pages : 362
Book Description
The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.
Publisher: Defragmenter Media
ISBN: 1944373748
Category : Computers
Languages : en
Pages : 362
Book Description
The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.
Video Games as Art
Author: Frank G. Bosman
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110731010
Category : History
Languages : en
Pages : 124
Book Description
Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110731010
Category : History
Languages : en
Pages : 124
Book Description
Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.
Roman Ingardens Aesthetics and Ontology
Author: Leszek Sosnowski
Publisher: Bloomsbury Publishing
ISBN: 1350321524
Category : Philosophy
Languages : en
Pages : 185
Book Description
This volume explores the work of Polish phenomenologist Roman Ingarden (1893-1970) with respect to his ontology, epistemology and aesthetics. An outstanding student of Edmund Husserl, it offers a unique tribute to one of the most important figures in contemporary philosophy. Leszek Sosnowski and Natalia Anna Michna introduce a team of renowned scholars to present new and timely readings of Ingarden's thought, placing his philosophy in a broader historical and cultural context. In doing so, they offer a cutting edge reflection on the relevance, refinement and depth of Ingarden's theory. Chapters are not only retrospective, but also set out the present and future development of philosophy inspired by his works. Reinvigorating the debate about Ingarden's phenomenological legacy and its relevance for contemporary thought, this collection of essays guides us through his place in the history of philosophy and presents new perspectives on selected aspects of his theory.
Publisher: Bloomsbury Publishing
ISBN: 1350321524
Category : Philosophy
Languages : en
Pages : 185
Book Description
This volume explores the work of Polish phenomenologist Roman Ingarden (1893-1970) with respect to his ontology, epistemology and aesthetics. An outstanding student of Edmund Husserl, it offers a unique tribute to one of the most important figures in contemporary philosophy. Leszek Sosnowski and Natalia Anna Michna introduce a team of renowned scholars to present new and timely readings of Ingarden's thought, placing his philosophy in a broader historical and cultural context. In doing so, they offer a cutting edge reflection on the relevance, refinement and depth of Ingarden's theory. Chapters are not only retrospective, but also set out the present and future development of philosophy inspired by his works. Reinvigorating the debate about Ingarden's phenomenological legacy and its relevance for contemporary thought, this collection of essays guides us through his place in the history of philosophy and presents new perspectives on selected aspects of his theory.
Game Research Methods: An Overview
Author: Patri Lankoski
Publisher: Lulu.com
ISBN: 1312884738
Category : Education
Languages : en
Pages : 374
Book Description
"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.
Publisher: Lulu.com
ISBN: 1312884738
Category : Education
Languages : en
Pages : 374
Book Description
"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.
David Fincher: Mind Games
Author: Adam Nayman
Publisher: Abrams
ISBN: 1647002443
Category : Performing Arts
Languages : en
Pages : 659
Book Description
David Fincher: Mind Games is the definitive critical and visual survey of the Academy Award– and Golden Globe–nominated works of director David Fincher. From feature films Alien 3, Se7en, The Game, Fight Club, Panic Room, Zodiac, The Curious Case of Benjamin Button, The Social Network, The Girl With the Dragon Tattoo, Gone Girl, and Mank through his MTV clips for Madonna and the Rolling Stones and the Netflix series House of Cards and Mindhunter, each chapter weaves production history with original critical analysis, as well as with behind the scenes photography, still-frames, and original illustrations from Little White Lies' international team of artists and graphic designers. Mind Games also features interviews with Fincher's frequent collaborators, including Jeff Cronenweth, Angus Wall, Laray Mayfield, Holt McCallany, Howard Shore and Erik Messerschmidt. Grouping Fincher's work around themes of procedure, imprisonment, paranoia, prestige and relationship dynamics, Mind Games is styled as an investigation into a filmmaker obsessed with investigation, and the design will shift to echo case files within a larger psychological profile.
Publisher: Abrams
ISBN: 1647002443
Category : Performing Arts
Languages : en
Pages : 659
Book Description
David Fincher: Mind Games is the definitive critical and visual survey of the Academy Award– and Golden Globe–nominated works of director David Fincher. From feature films Alien 3, Se7en, The Game, Fight Club, Panic Room, Zodiac, The Curious Case of Benjamin Button, The Social Network, The Girl With the Dragon Tattoo, Gone Girl, and Mank through his MTV clips for Madonna and the Rolling Stones and the Netflix series House of Cards and Mindhunter, each chapter weaves production history with original critical analysis, as well as with behind the scenes photography, still-frames, and original illustrations from Little White Lies' international team of artists and graphic designers. Mind Games also features interviews with Fincher's frequent collaborators, including Jeff Cronenweth, Angus Wall, Laray Mayfield, Holt McCallany, Howard Shore and Erik Messerschmidt. Grouping Fincher's work around themes of procedure, imprisonment, paranoia, prestige and relationship dynamics, Mind Games is styled as an investigation into a filmmaker obsessed with investigation, and the design will shift to echo case files within a larger psychological profile.
Ludoliteracy
Author: José P. Zagal
Publisher: Lulu.com
ISBN: 0557277914
Category : Education
Languages : en
Pages : 164
Book Description
On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.
Publisher: Lulu.com
ISBN: 0557277914
Category : Education
Languages : en
Pages : 164
Book Description
On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.
Utopian Confederation: Conspectus
Author: Matthew E. Gladden
Publisher: Mnemoclave
ISBN: 1944373837
Category : Fiction
Languages : en
Pages : 64
Book Description
Imagining a different world This book offers an introduction to the Utopian Confederation RPG series and the peaceful, prosperous, and high-tech future society that provides the setting for its adventures. In this world, the island-republic of Utopia isn’t an imaginary land; it’s a diplomatic, economic, technological, and cultural trailblazer that has succeeded in unifying the world’s nations under a banner of peaceful collaboration – thanks largely to the Utopian mindset that combines a strong rationality and pursuit of scientific knowledge with a social and political philosophy that’s grounded in a deep spirituality and theological sensitivity. Will we find the answer around other stars? By the 2130s, the Utopian Confederation – and its technologically posthumanized society of human, animal, and artificially intelligent beings – has deftly mended and revitalized the earth and established new footholds throughout our solar system, on bodies including the moon, Mars, several asteroids, Callisto, Europa, Titan, and a number of orbital spacebases. No signs of life have yet been detected from from other worlds; contact with even a single alien civilization would be an epochal event that would rewrite our understanding of the universe. And advances in slower-than-light propulsion have finally brought within reach the dream of undertaking our first journeys to the nearest star systems. The recent perfection of the subluminal nuclear pulse (SNuP) drive by the Utopian Academy of Sciences has at last opened the door to the creation of true “starvessels” and made feasible the next step in our exploration of the cosmos: scientific missions to the extrasolar planets of Alpha Centauri, Barnard’s Star, Epsilon Eridani, Tau Ceti, and Wolf 1061. This endeavor is aimed at shedding light on the Fermi Paradox, which remains the most vexing scientific, technological, philosophical, and theological puzzle confronting humanity: why are we yet to discover any evidence of intelligent life “out there” in space, when all of the best scientific theories and evidence suggest that the galaxy should be teeming with advanced civilizations? Not just “utopian,” but “Utopian” Central to the game is the realm of Utopia. The remarkable history of the Utopian island-state – from its founding in ancient times up through the early 1500s – was described in detail in the eponymous volume published by Thomas More in 1516, which was based on the firsthand accounts of the traveller Raphael Hythloday, a former travelling companion of Amerigo Vespucci and one of the first modern Europeans to visit the island. Within the future gameworld of Utopian Confederation, Utopia is not a “nowhere” (as is suggested by the Greek roots of its name) but a concrete “someplace” that has played a critical role in shaping the course of events in our world – and beyond. The atmosphere of Utopian Confederation At its heart, Utopian Confederation is a game of better worlds. It is an intellectual, emotional, and spiritual exploration not only of the past worlds that might have been, if human beings had made wiser and more compassionate choices, but (more importantly) the future worlds that might yet be, if we manage not to continue destroying one another and our planet. It’s a fundamentally optimistic and hope-filled meditation on the mysteries of theodicy, metaphysics, science, and the depths of the human heart and mind. An gameworld with an “8-bit ethos” The world of Utopian Confederation also possesses a distinct aesthetic and philosophy: it’s lovingly wrapped in an “8-bit ethos” that inspired by classic video games that moves beyond the realm of graphic design to permeate all aspects of its gameplay experience and mechanics. This design philosophy not only lies at the heart not only of the Utopian Confederation computer games that are currently under development; it also serves as the foundation for a series of sourcebooks (to which this volume serves as a brief introduction) that will allow you to adapt the gameworld as a setting for tabletop RPG sessions or campaigns employing your favorite rule systems.
Publisher: Mnemoclave
ISBN: 1944373837
Category : Fiction
Languages : en
Pages : 64
Book Description
Imagining a different world This book offers an introduction to the Utopian Confederation RPG series and the peaceful, prosperous, and high-tech future society that provides the setting for its adventures. In this world, the island-republic of Utopia isn’t an imaginary land; it’s a diplomatic, economic, technological, and cultural trailblazer that has succeeded in unifying the world’s nations under a banner of peaceful collaboration – thanks largely to the Utopian mindset that combines a strong rationality and pursuit of scientific knowledge with a social and political philosophy that’s grounded in a deep spirituality and theological sensitivity. Will we find the answer around other stars? By the 2130s, the Utopian Confederation – and its technologically posthumanized society of human, animal, and artificially intelligent beings – has deftly mended and revitalized the earth and established new footholds throughout our solar system, on bodies including the moon, Mars, several asteroids, Callisto, Europa, Titan, and a number of orbital spacebases. No signs of life have yet been detected from from other worlds; contact with even a single alien civilization would be an epochal event that would rewrite our understanding of the universe. And advances in slower-than-light propulsion have finally brought within reach the dream of undertaking our first journeys to the nearest star systems. The recent perfection of the subluminal nuclear pulse (SNuP) drive by the Utopian Academy of Sciences has at last opened the door to the creation of true “starvessels” and made feasible the next step in our exploration of the cosmos: scientific missions to the extrasolar planets of Alpha Centauri, Barnard’s Star, Epsilon Eridani, Tau Ceti, and Wolf 1061. This endeavor is aimed at shedding light on the Fermi Paradox, which remains the most vexing scientific, technological, philosophical, and theological puzzle confronting humanity: why are we yet to discover any evidence of intelligent life “out there” in space, when all of the best scientific theories and evidence suggest that the galaxy should be teeming with advanced civilizations? Not just “utopian,” but “Utopian” Central to the game is the realm of Utopia. The remarkable history of the Utopian island-state – from its founding in ancient times up through the early 1500s – was described in detail in the eponymous volume published by Thomas More in 1516, which was based on the firsthand accounts of the traveller Raphael Hythloday, a former travelling companion of Amerigo Vespucci and one of the first modern Europeans to visit the island. Within the future gameworld of Utopian Confederation, Utopia is not a “nowhere” (as is suggested by the Greek roots of its name) but a concrete “someplace” that has played a critical role in shaping the course of events in our world – and beyond. The atmosphere of Utopian Confederation At its heart, Utopian Confederation is a game of better worlds. It is an intellectual, emotional, and spiritual exploration not only of the past worlds that might have been, if human beings had made wiser and more compassionate choices, but (more importantly) the future worlds that might yet be, if we manage not to continue destroying one another and our planet. It’s a fundamentally optimistic and hope-filled meditation on the mysteries of theodicy, metaphysics, science, and the depths of the human heart and mind. An gameworld with an “8-bit ethos” The world of Utopian Confederation also possesses a distinct aesthetic and philosophy: it’s lovingly wrapped in an “8-bit ethos” that inspired by classic video games that moves beyond the realm of graphic design to permeate all aspects of its gameplay experience and mechanics. This design philosophy not only lies at the heart not only of the Utopian Confederation computer games that are currently under development; it also serves as the foundation for a series of sourcebooks (to which this volume serves as a brief introduction) that will allow you to adapt the gameworld as a setting for tabletop RPG sessions or campaigns employing your favorite rule systems.
Digital Material
Author: Marianne van den Boomen
Publisher: Amsterdam University Press
ISBN: 9089640681
Category : Social Science
Languages : en
Pages : 304
Book Description
This is a compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society. Three decades of societal and cultural alignment of new media yielded to a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. "New Media Studies" crystallized internationally into an established academic discipline, which begs the question: where do we stand now; which new issues have emerged now that new media are taken for granted, and which riddles remain unsolved; and, is contemporary digital culture indeed all about 'you', or do we still not really understand the digital machinery and how it constitutes us as 'you'. From desktop metaphors to Web 2.0 ecosystems, from touch screens to bloggging to e-learning, from role-playing games to Cybergoth music to wireless dreams, this timely volume offers a showcase of the most up-to-date research in the field from what may be called a 'digital-materialist' perspective.
Publisher: Amsterdam University Press
ISBN: 9089640681
Category : Social Science
Languages : en
Pages : 304
Book Description
This is a compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society. Three decades of societal and cultural alignment of new media yielded to a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. "New Media Studies" crystallized internationally into an established academic discipline, which begs the question: where do we stand now; which new issues have emerged now that new media are taken for granted, and which riddles remain unsolved; and, is contemporary digital culture indeed all about 'you', or do we still not really understand the digital machinery and how it constitutes us as 'you'. From desktop metaphors to Web 2.0 ecosystems, from touch screens to bloggging to e-learning, from role-playing games to Cybergoth music to wireless dreams, this timely volume offers a showcase of the most up-to-date research in the field from what may be called a 'digital-materialist' perspective.
Exertion Games
Author: Florian Mueller
Publisher:
ISBN: 9781680832020
Category : Computers
Languages : en
Pages : 106
Book Description
Advances in human-computer interaction (HCI) technologies have led to emerging computer game systems that foster physical exertion as part of the interaction. This book provides an overview of existing work in the area, outlines a spectrum of exertion games, and presents an analysis of key enabling technologies.
Publisher:
ISBN: 9781680832020
Category : Computers
Languages : en
Pages : 106
Book Description
Advances in human-computer interaction (HCI) technologies have led to emerging computer game systems that foster physical exertion as part of the interaction. This book provides an overview of existing work in the area, outlines a spectrum of exertion games, and presents an analysis of key enabling technologies.
Exploring Digital Design
Author: Ina Wagner
Publisher: Springer Science & Business Media
ISBN: 1849962235
Category : Computers
Languages : en
Pages : 294
Book Description
Exploring Digital Design takes a multi-disciplinary look at digital design research where digital design is embedded in a larger socio-cultural context. Working from socio-technical research areas such as Participatory Design (PD), Computer Supported Cooperative Work (CSCW) and Human-Computer Interaction (HCI), the book explores how humanities offer new insights into digital design, and discusses a variety of digital design research practices, methods, and theoretical approaches spanning established disciplinary borders. The aim of the book is to explore the diversity of contemporary digital design practices in which commonly shared aspects are interpreted and integrated into different disciplinary and interdisciplinary conversations. It is the conversations and explorations with humanities that further distinguish this book within digital design research. Illustrated with real examples from digital design research practices from a variety of research projects and from a broad range of contexts Exploring Digital Design offers a basis for understanding the disciplinary roots as well as the interdisciplinary dialogues in digital design research, providing theoretical, empirical, and methodological sources for understanding digital design research. The first half of the book Exploring Digital Design is authored as a multi-disciplinary approach to digital design research, and represents novel perspectives and analyses in this research. The contributors are Gunnar Liestøl, Andrew Morrison and Christina Mörtberg in addition to the editors. Although primarily written for researchers and graduate students, digital design practioners will also find the book useful. Overall, Exploring Digital Design provides an excellent introduction to, and resource for, research into digital design.
Publisher: Springer Science & Business Media
ISBN: 1849962235
Category : Computers
Languages : en
Pages : 294
Book Description
Exploring Digital Design takes a multi-disciplinary look at digital design research where digital design is embedded in a larger socio-cultural context. Working from socio-technical research areas such as Participatory Design (PD), Computer Supported Cooperative Work (CSCW) and Human-Computer Interaction (HCI), the book explores how humanities offer new insights into digital design, and discusses a variety of digital design research practices, methods, and theoretical approaches spanning established disciplinary borders. The aim of the book is to explore the diversity of contemporary digital design practices in which commonly shared aspects are interpreted and integrated into different disciplinary and interdisciplinary conversations. It is the conversations and explorations with humanities that further distinguish this book within digital design research. Illustrated with real examples from digital design research practices from a variety of research projects and from a broad range of contexts Exploring Digital Design offers a basis for understanding the disciplinary roots as well as the interdisciplinary dialogues in digital design research, providing theoretical, empirical, and methodological sources for understanding digital design research. The first half of the book Exploring Digital Design is authored as a multi-disciplinary approach to digital design research, and represents novel perspectives and analyses in this research. The contributors are Gunnar Liestøl, Andrew Morrison and Christina Mörtberg in addition to the editors. Although primarily written for researchers and graduate students, digital design practioners will also find the book useful. Overall, Exploring Digital Design provides an excellent introduction to, and resource for, research into digital design.