The Media Snatcher

The Media Snatcher PDF Author: Carl Therrien
Publisher: MIT Press
ISBN: 0262042908
Category : Games & Activities
Languages : en
Pages : 207

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Book Description
An in-depth exploration of a neglected video game platform of the 1990s and a reflection on the way we construct the cultural history of video games. In The Media Snatcher, Carl Therrien offers an in-depth exploration of NEC's PC Engine/TurboGrafx-16, a little-studied video game platform released in the late 1980s. The PC Engine was designed to bring technological expandability to the world of game consoles; The Media Snatcher's subtitle evokes some of the expansions and the numerous rebranded versions of the system released by NEC, including the first CD-ROM add-on in video game history. The platform makers hoped that expandability would allow its console to remain at the cutting edge and even catch up with such perceptually rich media as cinema and anime. More than a simple shape-shifter, the PC Engine became a media snatcher. Therrien examines the multidirectional interactions of video game technologies, commercial structures, and cultural dynamics. He considers, among other things, hyperbolic marketing and its impact on how we construct video game history; glitches, technological obsolescence, and the difficulty of conducting media archaeology of the recent past; the emergence of male-centered power fantasies through audiovisual rewards; the rise of original genres such as visual novels; and the sustained efforts to integrate PC Engine software in the sprawling media landscape of Japan (where the PC Engine found much of its success). Avoiding the usual techno-industrial glorification, Therrien recounts the bold technological aspirations of the platform makers and the struggles to make the actual technology realize its potential.

The Media Snatcher

The Media Snatcher PDF Author: Carl Therrien
Publisher: MIT Press
ISBN: 0262042908
Category : Games & Activities
Languages : en
Pages : 207

Get Book Here

Book Description
An in-depth exploration of a neglected video game platform of the 1990s and a reflection on the way we construct the cultural history of video games. In The Media Snatcher, Carl Therrien offers an in-depth exploration of NEC's PC Engine/TurboGrafx-16, a little-studied video game platform released in the late 1980s. The PC Engine was designed to bring technological expandability to the world of game consoles; The Media Snatcher's subtitle evokes some of the expansions and the numerous rebranded versions of the system released by NEC, including the first CD-ROM add-on in video game history. The platform makers hoped that expandability would allow its console to remain at the cutting edge and even catch up with such perceptually rich media as cinema and anime. More than a simple shape-shifter, the PC Engine became a media snatcher. Therrien examines the multidirectional interactions of video game technologies, commercial structures, and cultural dynamics. He considers, among other things, hyperbolic marketing and its impact on how we construct video game history; glitches, technological obsolescence, and the difficulty of conducting media archaeology of the recent past; the emergence of male-centered power fantasies through audiovisual rewards; the rise of original genres such as visual novels; and the sustained efforts to integrate PC Engine software in the sprawling media landscape of Japan (where the PC Engine found much of its success). Avoiding the usual techno-industrial glorification, Therrien recounts the bold technological aspirations of the platform makers and the struggles to make the actual technology realize its potential.

The Body Snatcher’s Wife

The Body Snatcher’s Wife PDF Author: Barbra Reifel
Publisher: Post Hill Press
ISBN: 1642933198
Category : Husband and wife
Languages : en
Pages : 282

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Book Description
Barbra Reifel, former wife of notorious Body Snatcher Michael Mastromarino, has appeared on Oprah, Nancy Grace, ID Discovery, and Lifetime. Never before has her raw account been laid so bare. Fairytale shattered, deceit and danger beyond her wildest nightmares, betrayal, addiction, abuse, ultimate crime, and utter destruction beyond reason—her riveting story is one of so many. To survive, protect her children and family, and combat the monster who was her husband, Barbra evolved…a dreamer turned badass, playing his game to the bittersweet end.

The Media in the Movies

The Media in the Movies PDF Author: Larry Langman
Publisher: McFarland
ISBN: 147660925X
Category : Performing Arts
Languages : en
Pages : 343

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Book Description
Cynical news hounds, grumbling editors, snooping television newscasters, inquisitive foreign correspondents, probing newsreel cameramen, and a host of others--all can be found in this reference work to Hollywood's version of journalism: from the early one-reelers to modern fare, over a thousand silent and sound films can be found. Each entry includes title, date of release, distributor, director, screenwriter, and major cast members. These credits are followed by a brief plot summary and analysis, cross-references and other information. The book is arranged alphabetically, and includes a preface, introduction, bibliography, a list of abbreviations, appendices, and an index of names. The detailed introduction covers an historical survey of the topic, with numerous film examples. The work also includes a selection of stills from various films.

Mainstreaming and Game Journalism

Mainstreaming and Game Journalism PDF Author: David B. Nieborg
Publisher: MIT Press
ISBN: 0262546280
Category : Social Science
Languages : en
Pages : 219

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Book Description
Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism addresses both the history and current practice of game journalism, along with the roles writers and industry play in conveying that the medium is a “mainstream” form of entertainment. Through interviews with reporters, David B. Nieborg and Maxwell Foxman retrace how the game industry and journalists started a subcultural spiral in the 1980s that continues to this day. Digital play became increasingly exclusionary by appealing to niche audiences, relying on hardcore fans and favoring the male gamer stereotype. At the same time, this culture pushed journalists to the margins, leaving them toiling to find freelance gigs and deeply ambivalent about their profession. Mainstreaming and Game Journalism also examines the bumpy process of what we think of as “mainstreaming.” The authors argue that it encompasses three overlapping factors. First, for games to become mainstream, they need to become more ubiquitous through broader media coverage. Second, an increase in ludic literacy, or how-to play games, determines whether that greater visibility translates into accessibility. Third, the mainstreaming of games must gain cultural legitimacy. The fact that games are more visible does little if only a few people take them seriously or deem them worthy of attention. Ultimately, Mainstreaming and Game Journalism provocatively questions whether games ever will—or even should—gain widespread cultural acceptance.

Hideo Kojima

Hideo Kojima PDF Author: Bryan Hikari Hartzheim
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Computers
Languages : en
Pages : 167

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Book Description
An exploration of the influential work of Hideo Kojima, creator of cinematic titles such as the blockbuster Metal Gear Solid franchise, which has moved over 50 million units globally, as well as Snatcher, Policenauts, and Death Stranding. As the architect of the Metal Gear Solid franchise, Kojima is synonymous with the “stealth game” genre, where tension and excitement is created from players avoiding enemies rather than confronting them. Through the franchise, Kojima also helped to bridge the gap between games and other forms of media, arguing that games could be deep experiences that unearthed complex emotions from players on the same level as films or novels. Drawing on archives of interviews in English and Japanese with Kojima and his team, as well as academic discourses of social/political games and cinematic narrative/world-building, this book examines Kojima's progressive game design as it applies to four key areas: socially-relevant narratives, cinematic aesthetics, thematically-connected systems, and reflexive spaces.

The Child Snatcher

The Child Snatcher PDF Author: Aria Johnson
Publisher: Simon and Schuster
ISBN: 1501119141
Category : Fiction
Languages : en
Pages : 240

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Book Description
With the same gripping tension of The Girl on the Train and The Good Girl, The Child Snatcher tells the suspenseful story of a mother trying to save her lazy son from himself and then from an enigmatic woman of dubious character who seems determined to systematically destroy her small family. Claire Wilkins is at her wits’ end with her son, Brandon, a college dropout who spends his time lounging around the house. Claire, tired of seeing him waste his life playing video games and trolling the internet, gives him an ultimatum: get a job, get back to school…or get out. Brandon decides to move in with a total stranger that he met in an online porn chat room. This mysterious young woman, Ava, abruptly leads him down a dark path into a dangerous world. Terrified for her now distant son, Claire tries to entice Brandon to return home and discovers the true nature of his toxic and abusive relationship with Ava. But her world explodes when Brandon does the unthinkable. Her only glimmer of hope is discovering that Brandon and Ava are expecting a child. Claire believes she coddled Brandon too much and that she was a terrible mother. But maybe she can get a second chance and be a much better grandparent. Unfortunately, Ava’s plan for hers and Brandon’s child does not include Claire. In fact, Ava’s plan is so nefarious that Claire is willing to risk everything, including her life, to save her innocent grandson. A spellbinding race against time, The Child Snatcher is a timely and terrifying thrill ride that will haunt you long after you’ve turned the final page.

Intellivision

Intellivision PDF Author: Tom Boellstorff
Publisher: MIT Press
ISBN: 0262549506
Category : Games & Activities
Languages : en
Pages : 429

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Book Description
The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979 and 1984. This system was Atari’s main rival during a key period when videogames were moving from the arcades into the home. In Intellivision, Tom Boellstorff and Braxton Soderman tell the fascinating inside story of this overlooked gaming system. Along the way, they also analyze Intellivision’s chips and code, games, marketing and business strategies, organizational and social history, and the cultural and economic context of the early US games industry from the mid-1970s to the great videogame industry crash of 1983. While many remember Atari, Intellivision has largely been forgotten. As such, Intellivision fills a crucial gap in videogame scholarship, telling the story of a console that sold millions and competed aggressively against Atari. Drawing on a wealth of data from both institutional and personal archives and over 150 interviews with programmers, engineers, executives, marketers, and designers, Boellstorff and Soderman examine the relationship between videogames and toys—an under-analyzed aspect of videogame history—and discuss the impact of home computing on the rise of videogames, the gendered implications of play and videogame design at Mattel, and the blurring of work and play in the early games industry.

Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes] PDF Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN: 1440870209
Category : Games & Activities
Languages : en
Pages : 1365

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Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

The Routledge Companion to Video Game Studies

The Routledge Companion to Video Game Studies PDF Author: Mark J.P. Wolf
Publisher: Taylor & Francis
ISBN: 1000886026
Category : Games & Activities
Languages : en
Pages : 832

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Book Description
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

A History of Sports Video Games

A History of Sports Video Games PDF Author: Lu Zhouxiang
Publisher: Taylor & Francis
ISBN: 1040267165
Category : History
Languages : en
Pages : 262

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Book Description
This book explores the history of sports and sports-themed video games, providing a comprehensive and holistic view of this complex and diverse genre. The author highlights the influence of technological advancement, industry competition and popular culture on game design, marketing strategies and user experience. Offering valuable insights into the historical process of interaction and integration between real-world sport and video games, this volume will enrich existing scholarship on video games. This volume is a valuable contribution to the fields of both game studies and sports studies, and will be perfect for those interested in the history of science and technology as well as social and cultural history.