Author: Benjamin Nicoll
Publisher: Springer Nature
ISBN: 3030250121
Category : Social Science
Languages : en
Pages : 128
Book Description
Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.
The Unity Game Engine and the Circuits of Cultural Software
Author: Benjamin Nicoll
Publisher: Springer Nature
ISBN: 3030250121
Category : Social Science
Languages : en
Pages : 128
Book Description
Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.
Publisher: Springer Nature
ISBN: 3030250121
Category : Social Science
Languages : en
Pages : 128
Book Description
Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.
Game History and the Local
Author: Melanie Swalwell
Publisher: Springer Nature
ISBN: 3030664228
Category : Social Science
Languages : en
Pages : 246
Book Description
This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Publisher: Springer Nature
ISBN: 3030664228
Category : Social Science
Languages : en
Pages : 246
Book Description
This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Creative Tools and the Softwarization of Cultural Production
Author: Frédérik Lesage
Publisher: Springer Nature
ISBN: 3031456939
Category : Social Science
Languages : en
Pages : 278
Book Description
This book explores how creativity is increasingly designed, marketed, and produced with digital products and services — a process referred to as softwarization. If ‘being creative’ has developed into one of the paradigmatic architectures of power for framing the contemporary subject, then an essential component of this architecture involves its material and symbolic configuration through tools. From image editors to digital audio workstations, video editors to game engines, these modern tools are used by creatives every day, and mastering these increasingly complex technologies is now a near-compulsory pathway to creative work. Despite their ubiquity in cultural production, few have sought to theorize them in aggregate and with interdisciplinary breadth. By bringing disparate creative and methodological traditions in one volume, this book provides a comprehensive overview of approaches for understanding this complex, emerging, and dynamic field that speaks beyond the disciplinary categories of ‘tool,’ ‘instrument,’ and/or ‘software’. It makes a unique intervention in the fields of cultural production and the cultural and creative industries.
Publisher: Springer Nature
ISBN: 3031456939
Category : Social Science
Languages : en
Pages : 278
Book Description
This book explores how creativity is increasingly designed, marketed, and produced with digital products and services — a process referred to as softwarization. If ‘being creative’ has developed into one of the paradigmatic architectures of power for framing the contemporary subject, then an essential component of this architecture involves its material and symbolic configuration through tools. From image editors to digital audio workstations, video editors to game engines, these modern tools are used by creatives every day, and mastering these increasingly complex technologies is now a near-compulsory pathway to creative work. Despite their ubiquity in cultural production, few have sought to theorize them in aggregate and with interdisciplinary breadth. By bringing disparate creative and methodological traditions in one volume, this book provides a comprehensive overview of approaches for understanding this complex, emerging, and dynamic field that speaks beyond the disciplinary categories of ‘tool,’ ‘instrument,’ and/or ‘software’. It makes a unique intervention in the fields of cultural production and the cultural and creative industries.
Pattern Recognition, Computer Vision, and Image Processing. ICPR 2022 International Workshops and Challenges
Author: Jean-Jacques Rousseau
Publisher: Springer Nature
ISBN: 3031377311
Category : Computers
Languages : en
Pages : 652
Book Description
This 4-volumes set constitutes the proceedings of the ICPR 2022 Workshops of the 26th International Conference on Pattern Recognition Workshops, ICPR 2022, Montreal, QC, Canada, August 2023. The 167 full papers presented in these 4 volumes were carefully reviewed and selected from numerous submissions. ICPR workshops covered domains related to pattern recognition, artificial intelligence, computer vision, image and sound analysis. Workshops’ contributions reflected the most recent applications related to healthcare, biometrics, ethics, multimodality, cultural heritage, imagery, affective computing, etc.
Publisher: Springer Nature
ISBN: 3031377311
Category : Computers
Languages : en
Pages : 652
Book Description
This 4-volumes set constitutes the proceedings of the ICPR 2022 Workshops of the 26th International Conference on Pattern Recognition Workshops, ICPR 2022, Montreal, QC, Canada, August 2023. The 167 full papers presented in these 4 volumes were carefully reviewed and selected from numerous submissions. ICPR workshops covered domains related to pattern recognition, artificial intelligence, computer vision, image and sound analysis. Workshops’ contributions reflected the most recent applications related to healthcare, biometrics, ethics, multimodality, cultural heritage, imagery, affective computing, etc.
Video Game Art Reader
Author: Tiffany Funk
Publisher: Amherst College Press
ISBN: 1943208344
Category : Art
Languages : en
Pages : 118
Book Description
This volume of VGAR critically analyzes video game art as a means of survival. Though "survival strategy" exists as a defined gaming genre, all video games-as unique, participatory artworks-model both individual and collaborative means of survival through play. Video games offer opportunities to navigate both historical and fictional conflicts, traverse landscapes devastated by climate change or nuclear holocaust, and manage the limited resources of individuals or even whole civilizations on earth and beyond. They offer players a dizzying array of dystopian scenarios in which to build and invent, cooperate with others (through other players, NPCs, or AI) to survive another day. Contributors show how video games focus attention, hone visuospatial skills, and shape cognitive control and physical reflexes and thus have the power to participate in the larger context of radical, activist artworks that challenge destructive hegemonic structures as methods of human conditioning, coping, and creating.
Publisher: Amherst College Press
ISBN: 1943208344
Category : Art
Languages : en
Pages : 118
Book Description
This volume of VGAR critically analyzes video game art as a means of survival. Though "survival strategy" exists as a defined gaming genre, all video games-as unique, participatory artworks-model both individual and collaborative means of survival through play. Video games offer opportunities to navigate both historical and fictional conflicts, traverse landscapes devastated by climate change or nuclear holocaust, and manage the limited resources of individuals or even whole civilizations on earth and beyond. They offer players a dizzying array of dystopian scenarios in which to build and invent, cooperate with others (through other players, NPCs, or AI) to survive another day. Contributors show how video games focus attention, hone visuospatial skills, and shape cognitive control and physical reflexes and thus have the power to participate in the larger context of radical, activist artworks that challenge destructive hegemonic structures as methods of human conditioning, coping, and creating.
The Stuff Games Are Made Of
Author: Pippin Barr
Publisher: MIT Press
ISBN: 0262375109
Category : Games & Activities
Languages : en
Pages : 181
Book Description
A deep dive into practical game design through playful philosophy and philosophical play. What are video games made of? And what can that tell us about what they mean? In The Stuff Games Are Made Of, experimental game maker Pippin Barr explores the materials of video game design. Taking the reader on a deep dive into eight case studies of his own games, Barr illuminates the complex nature of video games and video game design, and the possibilities both offer for exploring ideas big and small. Through a variety of engaging and approachable examples, Barr shows how every single aspect of a game—whether it is code, graphics, interface, or even time itself—can be designed with and related to the player experience. Barr’s experimental approach, with its emphasis on highly specific elements of games, will leave readers armed with intriguing design philosophy, conceptual rigor, and diverse insights into the inner life of video games. Upon finishing this book, readers will be ready to think deeply about the nature of games, to dive into expressive and experimental game design themselves, or simply to play with a new and expanded mindset.
Publisher: MIT Press
ISBN: 0262375109
Category : Games & Activities
Languages : en
Pages : 181
Book Description
A deep dive into practical game design through playful philosophy and philosophical play. What are video games made of? And what can that tell us about what they mean? In The Stuff Games Are Made Of, experimental game maker Pippin Barr explores the materials of video game design. Taking the reader on a deep dive into eight case studies of his own games, Barr illuminates the complex nature of video games and video game design, and the possibilities both offer for exploring ideas big and small. Through a variety of engaging and approachable examples, Barr shows how every single aspect of a game—whether it is code, graphics, interface, or even time itself—can be designed with and related to the player experience. Barr’s experimental approach, with its emphasis on highly specific elements of games, will leave readers armed with intriguing design philosophy, conceptual rigor, and diverse insights into the inner life of video games. Upon finishing this book, readers will be ready to think deeply about the nature of games, to dive into expressive and experimental game design themselves, or simply to play with a new and expanded mindset.
The Routledge Handbook of Ecomedia Studies
Author: Antonio López
Publisher: Taylor & Francis
ISBN: 1000955605
Category : Social Science
Languages : en
Pages : 561
Book Description
The Routledge Handbook of Ecomedia Studies gathers leading work by critical scholars in this burgeoning field. Redressing the lack of environmental perspectives in the study of media, ecomedia studies asserts that media are in and about the environment, and environments are socially and materially mediated. The book gives form to this new area of study and brings together diverse scholarly contributions to explore and give definition to the field. The Handbook highlights five critical areas of ecomedia scholarship: ecomedia theory, ecomateriality, political ecology, ecocultures, and eco-affects. Within these areas, authors navigate a range of different topics including infrastructures, supply and manufacturing chains, energy, e-waste, labor, ecofeminism, African and Indigenous ecomedia, environmental justice, environmental media governance, ecopolitical satire, and digital ecologies. The result is a holistic volume that provides an in-depth and comprehensive overview of the current state of the field, as well as future developments. This volume will be an essential resource for students, educators, and scholars of media studies, cultural studies, film, environmental communication, political ecology, science and technology studies, and the environmental humanities.
Publisher: Taylor & Francis
ISBN: 1000955605
Category : Social Science
Languages : en
Pages : 561
Book Description
The Routledge Handbook of Ecomedia Studies gathers leading work by critical scholars in this burgeoning field. Redressing the lack of environmental perspectives in the study of media, ecomedia studies asserts that media are in and about the environment, and environments are socially and materially mediated. The book gives form to this new area of study and brings together diverse scholarly contributions to explore and give definition to the field. The Handbook highlights five critical areas of ecomedia scholarship: ecomedia theory, ecomateriality, political ecology, ecocultures, and eco-affects. Within these areas, authors navigate a range of different topics including infrastructures, supply and manufacturing chains, energy, e-waste, labor, ecofeminism, African and Indigenous ecomedia, environmental justice, environmental media governance, ecopolitical satire, and digital ecologies. The result is a holistic volume that provides an in-depth and comprehensive overview of the current state of the field, as well as future developments. This volume will be an essential resource for students, educators, and scholars of media studies, cultural studies, film, environmental communication, political ecology, science and technology studies, and the environmental humanities.
Enacting Platforms
Author: James Malazita
Publisher: MIT Press
ISBN: 0262548240
Category : Games & Activities
Languages : en
Pages : 245
Book Description
An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself. In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how does that relationship in part determine what “counts” as the platform itself? Malazita also offers a forward-looking critique of the platform studies framework itself. The Unreal platform serves as a kind of technical and political archive of the games industry, highlighting how the techniques and concerns of games have shifted and accreted over the past 30 years. Today, Unreal is also used in contexts far beyond games, including in public communication, biomedical research, civil engineering, and military simulation and training. The author’s depth of technical analysis, combined with new archival findings, contributes to discussions of topics rarely covered in games studies (such as the politics of graphical rendering algorithms), as well as new readings of previously “closed” case studies (such as the engine’s entanglement with the US military and American masculinity in America’s Army). Culture, Malazita writes, is not “built into” software but emerges through human practices with code.
Publisher: MIT Press
ISBN: 0262548240
Category : Games & Activities
Languages : en
Pages : 245
Book Description
An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself. In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how does that relationship in part determine what “counts” as the platform itself? Malazita also offers a forward-looking critique of the platform studies framework itself. The Unreal platform serves as a kind of technical and political archive of the games industry, highlighting how the techniques and concerns of games have shifted and accreted over the past 30 years. Today, Unreal is also used in contexts far beyond games, including in public communication, biomedical research, civil engineering, and military simulation and training. The author’s depth of technical analysis, combined with new archival findings, contributes to discussions of topics rarely covered in games studies (such as the politics of graphical rendering algorithms), as well as new readings of previously “closed” case studies (such as the engine’s entanglement with the US military and American masculinity in America’s Army). Culture, Malazita writes, is not “built into” software but emerges through human practices with code.
Platforms and Cultural Production
Author: Thomas Poell
Publisher: John Wiley & Sons
ISBN: 1509540520
Category : Social Science
Languages : en
Pages : 260
Book Description
The widespread uptake of digital platforms – from YouTube and Instagram to Twitch and TikTok – is reconfiguring cultural production in profound, complex, and highly uneven ways. Longstanding media industries are experiencing tremendous upheaval, while new industrial formations – live-streaming, social media influencing, and podcasting, among others – are evolving at breakneck speed. Poell, Nieborg, and Duffy explore both the processes and the implications of platformization across the cultural industries, identifying key changes in markets, infrastructures, and governance at play in this ongoing transformation, as well as pivotal shifts in the practices of labor, creativity, and democracy. The authors foreground three particular industries – news, gaming, and social media creation – and also draw upon examples from music, advertising, and more. Diverse in its geographic scope, Platforms and Cultural Production builds on the latest research and accounts from across North America, Western Europe, Southeast Asia, and China to reveal crucial differences and surprising parallels in the trajectories of platformization across the globe. Offering a novel conceptual framework grounded in illuminating case studies, this book is essential for students, scholars, policymakers, and practitioners seeking to understand how the institutions and practices of cultural production are transforming – and what the stakes are for understanding platform power.
Publisher: John Wiley & Sons
ISBN: 1509540520
Category : Social Science
Languages : en
Pages : 260
Book Description
The widespread uptake of digital platforms – from YouTube and Instagram to Twitch and TikTok – is reconfiguring cultural production in profound, complex, and highly uneven ways. Longstanding media industries are experiencing tremendous upheaval, while new industrial formations – live-streaming, social media influencing, and podcasting, among others – are evolving at breakneck speed. Poell, Nieborg, and Duffy explore both the processes and the implications of platformization across the cultural industries, identifying key changes in markets, infrastructures, and governance at play in this ongoing transformation, as well as pivotal shifts in the practices of labor, creativity, and democracy. The authors foreground three particular industries – news, gaming, and social media creation – and also draw upon examples from music, advertising, and more. Diverse in its geographic scope, Platforms and Cultural Production builds on the latest research and accounts from across North America, Western Europe, Southeast Asia, and China to reveal crucial differences and surprising parallels in the trajectories of platformization across the globe. Offering a novel conceptual framework grounded in illuminating case studies, this book is essential for students, scholars, policymakers, and practitioners seeking to understand how the institutions and practices of cultural production are transforming – and what the stakes are for understanding platform power.
Independent Videogames
Author: Paolo Ruffino
Publisher: Routledge
ISBN: 1000201155
Category : Design
Languages : en
Pages : 280
Book Description
Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.
Publisher: Routledge
ISBN: 1000201155
Category : Design
Languages : en
Pages : 280
Book Description
Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.