Author: Esther Wright
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110716690
Category : History
Languages : en
Pages : 265
Book Description
For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, this book offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar’s brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Watch our book talk with the author Esther Wright here: https://youtu.be/AaC_9XsX-CQ
Handbook of American Indian Games
Author: Allan and Paulette Macfarlan
Publisher: Courier Corporation
ISBN: 0486157563
Category : History
Languages : en
Pages : 287
Book Description
Rich collection of 150 authentic American Indian games for boys and girls of all ages: running, relay, kicking, throwing and rolling, tossing and catching, guessing, group-challenge and many other games. 74 black-and-white illustrations.
Publisher: Courier Corporation
ISBN: 0486157563
Category : History
Languages : en
Pages : 287
Book Description
Rich collection of 150 authentic American Indian games for boys and girls of all ages: running, relay, kicking, throwing and rolling, tossing and catching, guessing, group-challenge and many other games. 74 black-and-white illustrations.
Games of the North American Indians
Author: Stewart Culin
Publisher: New York : AMS Press
ISBN:
Category : Social Science
Languages : en
Pages : 944
Book Description
Publisher: New York : AMS Press
ISBN:
Category : Social Science
Languages : en
Pages : 944
Book Description
Native American Games and Stories
Author: James Bruchac
Publisher: Fulcrum Publishing
ISBN: 9781555919795
Category : Juvenile Nonfiction
Languages : en
Pages : 100
Book Description
Recognizing the widespread American Indian belief that you can learn while you play and play while you learn, "Native American Games and Stories" provides young readers with stories and games that educate and entertain them. Illustrations.
Publisher: Fulcrum Publishing
ISBN: 9781555919795
Category : Juvenile Nonfiction
Languages : en
Pages : 100
Book Description
Recognizing the widespread American Indian belief that you can learn while you play and play while you learn, "Native American Games and Stories" provides young readers with stories and games that educate and entertain them. Illustrations.
Cultural Code
Author: Phillip Penix-Tadsen
Publisher: MIT Press
ISBN: 0262034050
Category : Games & Activities
Languages : en
Pages : 345
Book Description
How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.
Publisher: MIT Press
ISBN: 0262034050
Category : Games & Activities
Languages : en
Pages : 345
Book Description
How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.
American Games
Author: Alex G. Malloy
Publisher: Krause Publications
ISBN: 9780930625603
Category : Board games
Languages : en
Pages : 0
Book Description
The most comprehensive guide to American games ever published. Describes, lists, and values over 9,000 games, and includes more than 1,000 photos of rare and unusual items. Also provides tips on collecting games, and an overview of their evolution.
Publisher: Krause Publications
ISBN: 9780930625603
Category : Board games
Languages : en
Pages : 0
Book Description
The most comprehensive guide to American games ever published. Describes, lists, and values over 9,000 games, and includes more than 1,000 photos of rare and unusual items. Also provides tips on collecting games, and an overview of their evolution.
America's First Olympics
Author: George R. Matthews
Publisher: University of Missouri Press
ISBN: 0826264751
Category : Sports & Recreation
Languages : en
Pages : 254
Book Description
America in 1904 was a nation bristling with energy and confidence. Inspired by Theodore Roosevelt, the nation’s young, spirited, and athletic president, a sports mania rampaged across the country. Eager to celebrate its history, and to display its athletic potential, the United States hosted the world at the 1904 Louisiana Purchase Exposition in St. Louis. One part of the World’s Fair was the nation’s first Olympic games. Revived in Greece in 1896, the Olympic movement was also young and energetic. In fact, the St. Louis Olympics were only the third in modern times. Although the games were originally awarded to Chicago, St. Louis wrestled them from her rival city against the wishes of International Olympic Committee President Pierre de Coubertin. Athletes came from eleven countries and four continents to compete in state-of-the-art facilities, which included a ten-thousand-seat stadium with gymnasium equipment donated by sporting goods magnate Albert Spalding. The 1904 St. Louis Olympics garnered only praise, and all agreed that the games were a success, improving both the profile of the Olympic movement and the prestige of the United States. But within a few years, the games of 1904 receded in memory. They suffered a worse fate with the publication of Coubertin’s memoirs in 1931. His selective recollections, exaggerated claims, and false statements turned the forgotten Olympics into the failed Olympics. This prejudiced account was furthered by the 1948 publication of An Approved History of the Olympic Games by Bill Henry, which was reviewed and endorsed by Coubertin. America’s First Olympics, by George R. Matthews, corrects common misconceptions that began with Coubertin’s memoirs and presents a fresh view of the 1904 games, which featured first-time African American Olympians, an eccentric and controversial marathon, and documentation by pioneering photojournalist Jessie Tarbox Beals. Matthews provides an excellent overview of the St. Louis Olympics over a six-month period, beginning with the intrigue surrounding the transfer of the games from Chicago. He also gives detailed descriptions of the major players in the Olympic movement, the events that were held in 1904, and the athletes who competed in them. This original account will be welcomed by history and sports enthusiasts who are interested in a new perspective on this misunderstood event.
Publisher: University of Missouri Press
ISBN: 0826264751
Category : Sports & Recreation
Languages : en
Pages : 254
Book Description
America in 1904 was a nation bristling with energy and confidence. Inspired by Theodore Roosevelt, the nation’s young, spirited, and athletic president, a sports mania rampaged across the country. Eager to celebrate its history, and to display its athletic potential, the United States hosted the world at the 1904 Louisiana Purchase Exposition in St. Louis. One part of the World’s Fair was the nation’s first Olympic games. Revived in Greece in 1896, the Olympic movement was also young and energetic. In fact, the St. Louis Olympics were only the third in modern times. Although the games were originally awarded to Chicago, St. Louis wrestled them from her rival city against the wishes of International Olympic Committee President Pierre de Coubertin. Athletes came from eleven countries and four continents to compete in state-of-the-art facilities, which included a ten-thousand-seat stadium with gymnasium equipment donated by sporting goods magnate Albert Spalding. The 1904 St. Louis Olympics garnered only praise, and all agreed that the games were a success, improving both the profile of the Olympic movement and the prestige of the United States. But within a few years, the games of 1904 receded in memory. They suffered a worse fate with the publication of Coubertin’s memoirs in 1931. His selective recollections, exaggerated claims, and false statements turned the forgotten Olympics into the failed Olympics. This prejudiced account was furthered by the 1948 publication of An Approved History of the Olympic Games by Bill Henry, which was reviewed and endorsed by Coubertin. America’s First Olympics, by George R. Matthews, corrects common misconceptions that began with Coubertin’s memoirs and presents a fresh view of the 1904 games, which featured first-time African American Olympians, an eccentric and controversial marathon, and documentation by pioneering photojournalist Jessie Tarbox Beals. Matthews provides an excellent overview of the St. Louis Olympics over a six-month period, beginning with the intrigue surrounding the transfer of the games from Chicago. He also gives detailed descriptions of the major players in the Olympic movement, the events that were held in 1904, and the athletes who competed in them. This original account will be welcomed by history and sports enthusiasts who are interested in a new perspective on this misunderstood event.
The Complete Book of American Facts and Games
Author: Cathryn J. Long
Publisher: American Education Publishing
ISBN: 9781561892082
Category : Juvenile Nonfiction
Languages : en
Pages : 352
Book Description
Fun and challenging games to test your child's knowledge in American history; the lives and accomplishments of each U.S. president; the unique history and geography of the 50 states and Washington, D.C.; and reading comprehension, vocabulary, and spelling.
Publisher: American Education Publishing
ISBN: 9781561892082
Category : Juvenile Nonfiction
Languages : en
Pages : 352
Book Description
Fun and challenging games to test your child's knowledge in American history; the lives and accomplishments of each U.S. president; the unique history and geography of the 50 states and Washington, D.C.; and reading comprehension, vocabulary, and spelling.
Atari Age
Author: Michael Z. Newman
Publisher: MIT Press
ISBN: 0262035715
Category : Games & Activities
Languages : en
Pages : 266
Book Description
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful) Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.
Publisher: MIT Press
ISBN: 0262035715
Category : Games & Activities
Languages : en
Pages : 266
Book Description
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful) Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.
Rockstar Games and American History
Author: Esther Wright
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110716690
Category : History
Languages : en
Pages : 265
Book Description
For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, this book offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar’s brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Watch our book talk with the author Esther Wright here: https://youtu.be/AaC_9XsX-CQ
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110716690
Category : History
Languages : en
Pages : 265
Book Description
For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, this book offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar’s brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Watch our book talk with the author Esther Wright here: https://youtu.be/AaC_9XsX-CQ
Games and Play in the Theater of Spanish American Women
Author: Catherine Larson
Publisher: Bucknell University Press
ISBN: 9780838755693
Category : Drama
Languages : en
Pages : 224
Book Description
In the seventeen dramatic texts examined in this study, women writers from Spanish America have self-consciously incorporated games into their plays' structures to highlight from a woman's perspective the idea that life, as well as the theatre, is a game. Some dramas are so overtly about games that the word appears significantly in their titles. Others reflect game playing in less direct ways or connect metatheatrical examinations of role-playing to the ludic. In every drama examined, however, a game of some sort plays a key role in the construction of the playtest. By looking at the nature and number of the games played in these women-authored dramas from the past fifty years, we can see the ways in which play is used to effect social control and the connections between play and aggression, gender, history and politics. In these representative dramas, the theatre serves as a vehicle for encouraging audiences to think about (if not act upon) the issues that have shaped Spanish America. Games, rules, winners and losers join together as the playwrights explore events and times of fundamental importance in the countries' historical and political evolutions.
Publisher: Bucknell University Press
ISBN: 9780838755693
Category : Drama
Languages : en
Pages : 224
Book Description
In the seventeen dramatic texts examined in this study, women writers from Spanish America have self-consciously incorporated games into their plays' structures to highlight from a woman's perspective the idea that life, as well as the theatre, is a game. Some dramas are so overtly about games that the word appears significantly in their titles. Others reflect game playing in less direct ways or connect metatheatrical examinations of role-playing to the ludic. In every drama examined, however, a game of some sort plays a key role in the construction of the playtest. By looking at the nature and number of the games played in these women-authored dramas from the past fifty years, we can see the ways in which play is used to effect social control and the connections between play and aggression, gender, history and politics. In these representative dramas, the theatre serves as a vehicle for encouraging audiences to think about (if not act upon) the issues that have shaped Spanish America. Games, rules, winners and losers join together as the playwrights explore events and times of fundamental importance in the countries' historical and political evolutions.