Understanding Counterplay in Video Games

Understanding Counterplay in Video Games PDF Author: Alan F. Meades
Publisher: Routledge
ISBN: 1317618807
Category : Computers
Languages : en
Pages : 205

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Book Description
This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay. Using ethnographic research, Alan Meades not only to gives voice to counterplayers, but reframes counterplay as a complex practice with contradictory motivations that is anything but reducible to simply being hostile to play, players, or commercial videogames. The book offers a grounded and pragmatic exploration of counterplay, framing it as an unavoidable by-product of interaction of mass audiences with compelling and culturally important texts.

Understanding Counterplay in Video Games

Understanding Counterplay in Video Games PDF Author: Alan F. Meades
Publisher: Routledge
ISBN: 1317618807
Category : Computers
Languages : en
Pages : 205

Get Book Here

Book Description
This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay. Using ethnographic research, Alan Meades not only to gives voice to counterplayers, but reframes counterplay as a complex practice with contradictory motivations that is anything but reducible to simply being hostile to play, players, or commercial videogames. The book offers a grounded and pragmatic exploration of counterplay, framing it as an unavoidable by-product of interaction of mass audiences with compelling and culturally important texts.

History in Games

History in Games PDF Author: Martin Lorber
Publisher: transcript Verlag
ISBN: 3839454204
Category : Social Science
Languages : en
Pages : 285

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Book Description
Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient Alexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies.

Animation – Process, Cognition and Actuality

Animation – Process, Cognition and Actuality PDF Author: Dan Torre
Publisher: Bloomsbury Publishing USA
ISBN: 1501308157
Category : Performing Arts
Languages : en
Pages : 409

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Book Description
Animation - Process, Cognition and Actuality presents a uniquely philosophical and multi-disciplinary approach to the scholarly study of animation, by using the principles of process philosophy and Deleuzian film aesthetics to discuss animation practices, from early optical devices to contemporary urban design and installations. Some of the original theories presented are a process-philosophy based theory of animation; a cognitive theory of animation; a new theoretical approach to the animated documentary; an original investigative approach to animation; and unique considerations as to the convergence of animation and actuality. Numerous animated examples (from all eras and representing a wide range of techniques and approaches – including television shows and video games) are examined, such as Fantastic Mr. Fox (2009), Madame Tutli-Putli (2007), Gertie the Dinosaur (1914), The Peanuts Movie (2015), Grand Theft Auto V (2013) and Dr. Katz: Professional Therapist (1995–2000). Divided into three sections, each to build logically upon each other, Dan Torre first considers animation in terms of process and process philosophy, which allows the reader to contemplate animation in a number of unique ways. Torre then examines animation in more conceptual terms in comparing it to the processes of human cognition. This is followed by an exploration of some of the ways in which we might interpret or 'read' particular aspects of animation, such as animated performance, stop-motion, anthropomorphism, video games, and various hybrid forms of animation. He finishes by guiding the discussion of animation back to the more tangible and concrete as it considers animation within the context of the actual world. With a genuinely distinctive approach to the study of animation, Torre offers fresh philosophical and practical insights that prompt an engagement with the definitions and dynamics of the form, and its current literature.

Immersive Embodiment

Immersive Embodiment PDF Author: Liam Jarvis
Publisher: Springer Nature
ISBN: 3030279715
Category : Performing Arts
Languages : en
Pages : 268

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Book Description
This book offers a wide-ranging examination of acts of ‘virtual embodiment’ in performance/gaming/applied contexts that abstract an immersant’s sense of physical selfhood by instating a virtual body, body-part or computer-generated avatar. Emergent ‘immersive’ practices in an increasingly expanding and cross-disciplinary field are coinciding with a wealth of new scientific knowledge in body-ownership and self-attribution. A growing understanding of the way a body constructs its sense of selfhood is intersecting with the historically persistent desire to make an onto-relational link between the body that ‘knows’ an experience and bodies that cannot know without occupying their unique point of view. The author argues that the desire to empathize with another’s ineffable bodily experiences is finding new expression in contexts of particular urgency. For example, patients wishing to communicate their complex physical experiences to their extended networks of support in healthcare, or communities placing policymakers ‘inside’ vulnerable, marginalized or disenfranchised virtual bodies in an attempt to prompt personal change. This book is intended for students, academics and practitioner-researchers studying or working in the related fields of immersive theatre/art-making, arts-science and VR in applied performance practices.

Noir Affect

Noir Affect PDF Author: Christopher Breu
Publisher: Fordham University Press
ISBN: 0823287785
Category : Literary Criticism
Languages : en
Pages : 184

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Book Description
Noir Affect proposes a new understanding of noir as defined by negative affect. This new understanding emphasizes that noir is, first and foremost, an affective disposition rather than a specific cycle of films or novels associated with a given time period or national tradition. Instead, the essays in Noir Affect trace noir’s negativity as it manifests in different national contexts from the United States to Mexico, France, and Japan and in a range of different media, including films, novels, video games, and manga. The forms of affect associated with noir are resolutely negative: These are narratives centered on loss, sadness, rage, shame, guilt, regret, anxiety, humiliation, resentment, resistance, and refusal. Moreover, noir often asks us to identify with those on the losing end of cultural narratives, especially the criminal, the lost, the compromised, the haunted, the unlucky, the cast-aside, and the erotically “perverse,” including those whose greatest erotic attachment is to death. Drawing on contemporary work in affect theory, while also re-orienting some of its core assumptions to address the resolutely negative affects narrated by noir, Noir Affect is invested in thinking through the material, bodily, social, and political–economic impact of the various forms noir affect takes. If much affect theory asks us to consider affect as a space of possibility and becoming, Noir Affect asks us to consider affect as also a site of repetition, dissolution, redundancy, unmaking, and decay. It also asks us to consider the way in which the affective dimensions of noir enable the staging of various forms of social antagonism, including those associated with racial, gendered, sexual, and economic inequality. Featuring an Afterword by the celebrated noir scholar Paula Rabinowitz and essays by an array of leading scholars, Noir Affect aims to fundamentally re-orient our understanding of noir. Contributors: Alexander Dunst, Sean Grattan, Peter Hitchcock, Justus Nieland, Andrew Pepper, Ignacio Sánchez Prado, Brian Rejack, Pamela Thoma, Kirin Wachter-Grene

Tragic Time in Drama, Film, and Videogames

Tragic Time in Drama, Film, and Videogames PDF Author: Rebecca Bushnell
Publisher: Springer
ISBN: 1137585269
Category : Literary Criticism
Languages : en
Pages : 122

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Book Description
This book explores how classical and Shakespearean tragedy has shaped the temporality of crisis on the stage and in time-travel films and videogames. In turn, it uncovers how performance and new media can challenge common assumptions about tragic causality and fate. Traditional tragedies may present us with a present when a calamity is staged, a decisive moment in which everything changes. However, modern performance, adaptation and new media can question the premises of that kind of present crisis and its fatality. By offering replays or alternative endings, experimental theatre, adaptation, time travel films and videogames reinvent the tragic experience of irreversible present time. This book offers the reader a fresh understanding of tragic character and agency through these new media’s exposure of the genre’s deep structure.

The Dark Side of Game Play

The Dark Side of Game Play PDF Author: Torill Elvira Mortensen
Publisher: Routledge
ISBN: 1317574451
Category : Games & Activities
Languages : en
Pages : 402

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Book Description
Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

Transgression in Games and Play

Transgression in Games and Play PDF Author: Kristine Jorgensen
Publisher: MIT Press
ISBN: 0262348713
Category : Games & Activities
Languages : en
Pages : 328

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Book Description
Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The contributors consider the concept of transgression in games and play, drawing on discourses in sociology, philosophy, media studies, and game studies; offer case studies of transgressive play, considering, among other things, how gameplay practices can be at once playful and violations of social etiquette; investigate players' emotional responses to game content and play practices; examine the aesthetics of transgression, focusing on the ways that game design can be used for transgressive purposes; and discuss transgressive gameplay in a societal context. By emphasizing actual player experience, the book offers a contextual understanding of content and practices usually framed as simply problematic. Contributors Fraser Allison, Kristian A. Bjørkelo, Kelly Boudreau, Marcus Carter, Mia Consalvo, Rhys Jones, Kristine Jørgensen, Faltin Karlsen, Tomasz Z. Majkowski, Alan Meades, Torill Elvira Mortensen, Víctor Navarro-Remesal, Holger Pötzsch, John R. Sageng, Tanja Sihvonen, Jaakko Stenros, Ragnhild Tronstad, Hanna Wirman

Reading »Black Mirror«

Reading »Black Mirror« PDF Author: German A. Duarte
Publisher: transcript Verlag
ISBN: 3839452325
Category : Social Science
Languages : en
Pages : 335

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Book Description
Very few contemporary television programs provoke spirited responses quite like the dystopian series Black Mirror. This provocative program, infamous for its myriad apocalyptic portrayals of humankind's relationship with an array of electronic and digital technologies, has proven quite adept at offering insightful commentary on a number of issues contemporary society is facing. This timely collection draws on innovative and interdisciplinary theoretical frameworks to provide unique perspectives about how confrontations with such issues should be considered and understood through the contemporary post-media condition that drives technology use.

Fans and Videogames

Fans and Videogames PDF Author: Melanie Swalwell
Publisher: Taylor & Francis
ISBN: 1317191919
Category : Games & Activities
Languages : en
Pages : 253

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Book Description
This anthology addresses videogames long history of fandom, and fans’ important role in game history and preservation. In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. Gamers are active creators in generating meaning; they are creators of media texts they share with other fans (mods, walkthroughs, machinima, etc); and they have played a central role in curating and preserving games through activities such as their collective work on: emulation, creating online archives and the forensic archaeology of code. This volume brings together essays that explore game fandom from diverse perspectives that examine the complex processes at work in the phenomenon of game fandom and its practices. Contributors aim to historicize game fandom, recognize fan contributions to game history, and critically assess the role of fans in ensuring that game culture endures through the development of archives.