Games

Games PDF Author: C. Thi Nguyen
Publisher:
ISBN: 0190052082
Category : Games & Activities
Languages : en
Pages : 253

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Book Description
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.

Games

Games PDF Author: C. Thi Nguyen
Publisher:
ISBN: 0190052082
Category : Games & Activities
Languages : en
Pages : 253

Get Book Here

Book Description
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.

It's All a Game

It's All a Game PDF Author: Tristan Donovan
Publisher: Thomas Dunne Books
ISBN: 1250082722
Category : Games & Activities
Languages : en
Pages : 303

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Book Description
Renowned games expert Tristan Donovan opens the box on the incredible history and psychology of board games. With these compelling stories and characters, Donovan reveals why board games have captured hearts and minds all over the world for generations.

The Republic of Games

The Republic of Games PDF Author: Elyse Graham
Publisher: McGill-Queen's Press - MQUP
ISBN: 0773554211
Category : Social Science
Languages : en
Pages : 138

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Book Description
Many of today’s digital platforms are designed according to the same model: they encourage users to create content for fun (a mode of production that some have termed playbour) and to earn points. On Facebook, for example, points are based on a user’s number of friends and how many likes and shares a comment receives. New cultural and literary formations have arisen out of these feedback and reward systems, with surprising effects on amateur literary production. Drawing on social-text analysis, platform studies, and game studies, Elyse Graham shows that embedding game structures in the operations of digital platforms – a practice known in corporate circles as “gamification” – can have large cumulative effects on textual ecosystems. Making the production of content feel like play helps to drive up the volume of text being written, and as a result, gamification has gained widespread popularity online, especially among social media platforms, fan forums, and other sites of user-generated content. The Republic of Games argues that a consequence of this profound increase in the volume of text being produced is a reliance on self-contained, user-based systems of information management to deal with the mass of new content. Opening up new avenues of analysis in contemporary media studies and the humanities, The Republic of Games sifts through the gamified patterns of writing, interacting, and meaning-making that define the digital revolution.

Worlds Apart

Worlds Apart PDF Author: Jean-Christophe Agnew
Publisher: Cambridge University Press
ISBN: 9780521379106
Category : History
Languages : en
Pages : 284

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Book Description
Drawing on a variety of disciplines and documents, Professor Agnew illuminates one of the most fascinating chapters in the formations of Anglo-American market culture. Worlds Apart traces the history of our concepts of the marketplace and the theatre and the ways in which these concepts are bound together. Focusing on Britain and America in the years 1550 to 1750, the book discusses the forms and conventions that structured both commerce and theatre. As marketing practice broke free of its traditional boundaries and restraints, it challenged longstanding popular assumptions about the constituents of value, the nature of identity, the signs of authenticity, and the limits of liability. New exchange relations bred new legal and commercial fictions to authorise them, but they also bred new doubts about the precise grounds upon which the self and its 'interests' were to be represented. Those same doubts, Professor Agnew shows, animated the theatre as well. As actors and playwrights shifted from ecclesiastical and civic drama to professional entertainments, they too devised authenticating fictions, fictions that effectively replicated the bewildering representational confusions of the new 'placeless market'.

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

Fictional Games

Fictional Games PDF Author: Stefano Gualeni
Publisher: Bloomsbury Publishing
ISBN: 1350277096
Category : Philosophy
Languages : en
Pages : 217

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Book Description
What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.

Beer and Circus

Beer and Circus PDF Author: Murray Sperber
Publisher: Macmillan + ORM
ISBN: 142993669X
Category : Sports & Recreation
Languages : en
Pages : 538

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Book Description
Beer and Circus presents a no-holds-barred examination of the troubled relationship between college sports and higher education from a leading authority on the subject. Murray Sperber turns common perceptions about big-time college athletics inside out. He shows, for instance, that contrary to popular belief the money coming in to universities from sports programs never makes it to academic departments and rarely even covers the expense of maintaining athletic programs. The bigger and more prominent the sports program, the more money it siphons away from academics. Sperber chronicles the growth of the university system, the development of undergraduate subcultures, and the rising importance of sports. He reveals television's ever more blatant corporate sponsorship conflicts and describes a peculiar phenomenon he calls the "Flutie Factor"--the surge in enrollments that always follows a school's appearance on national television, a response that has little to do with academic concerns. Sperber's profound re-evaluation of college sports comes straight out of today's headlines and opens our eyes to a generation of students caught in a web of greed and corruption, deprived of the education they deserve. Sperber presents a devastating critique, not only of higher education but of national culture and values. Beer and Circus is a must-read for all students and parents, educators and policy makers.

The Assassin Game

The Assassin Game PDF Author: Kirsty McKay
Publisher: Sourcebooks, Inc.
ISBN: 1492632767
Category : Young Adult Fiction
Languages : en
Pages : 263

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Book Description
It was just a game...until it wasn't. Will Cate discover the assassin before it's too late? Perfect for fans of teen mystery books! TAG. You're It... At Cate's isolated boarding school Killer is more than a game—it's an elite secret society. Members must avoid being "killed" during a series of thrilling pranks—and only the Game Master knows who the "killer" is. When Cate's finally invited to join The Guild of Assassins, she thinks it's her ticket to finally feeling like she belongs. But when the game becomes all too real, the school threatens to shut it down. Cate will do anything to keep playing and save The Guild. But can she find the real assassin—before she's the next target? "An intriguing, tightly wound mystery. The game is on!" —Hannah Jayne, author of Truly, Madly, Deadly and Twisted Perfect for those looking for: Teen books for girls ages 11–14 Secret societies in fiction Psychological thrillers

Appillionaires

Appillionaires PDF Author: Chris Stevens
Publisher: John Wiley & Sons
ISBN: 1119978998
Category : Computers
Languages : en
Pages : 224

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Book Description
Turn your app ideas into a money-making goldmine More than 10 billion apps have been downloaded from Apple's AppStore and with the right combination of original ideas, great features, solid coding, unique designs, and savvy marketing, your apps could be a part of that staggering number. This book shows you how to turn your ideas into profit-making success stories. Citing a fascinating array of real-world examples, this useful book invites you to meet the rich and famous of the app development world. You'll look behind the scenes of these successful visionaries to learn their secrets first hand and discover how these "bedroom coders" became overnight millionaires. Serves as a must-have introduction to the fascinating, cutting-edge world of app design, where innovation reaps reward Shows you how to structure your app development process based on the Appillionaires who made their fortune Explores what works and what doesn't with regards to getting your app featured and enticing buyers Looks at successful apps such as Angry Birds, Cut the Rope, Fruit Ninja, and many others that have taken the app world by storm If you were unaware of the potential to make money from selling your apps, then app-arently, you really need this book!

To Play the Game

To Play the Game PDF Author: J. Bowyer Bell
Publisher: Transaction Publishers
ISBN: 9781412840095
Category : Sports & Recreation
Languages : en
Pages : 204

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Book Description
In this fascinating analysis of the development, structure, and strategies of sports, Bell argues that games are an institution that not only reflect society but also mold society. He develops a typology of seven game levels from the primitive to the decadent and examines the history of game development in Western civilization, through the relation of the various game levels to national ambitions and strategies. To Play the Game is both enlightening and entertaining, an original contribution to the growing scholarship on sports.