Author: Aa. Vv.
Publisher: Mimesis
ISBN: 8857530183
Category : Art
Languages : en
Pages : 198
Book Description
The digital age has witnessed the development of a new kind of archive: immaterial, “living and moving,” largely user-generated, and conceived for managing a wide variety of audio-visual materials, besides traditional films and videos. The first part of this anthology investigates the ways in which media forms like web-documentaries, video art and digital art, web series, amateur productions, and also mobile films can be stored and preserved withinthe new digital repositories. The second part focuses on archival and preservation practices of the video game. This approach understands the archive not simply as a “memory box,” but as a fully contemporary practice that locates new media objects in the present and acknowledges their changing cultural and social configurations. The democratic, often immaterial, living, mobile nature of contemporary archives forces us to question whether or not the traditional notion of “the archive” still has a heuristic value. Or if it would be perhaps better to reject any “conventional” idea of archive and embrace the notion of anarchive.
The Archives
Author: Aa. Vv.
Publisher: Mimesis
ISBN: 8857530183
Category : Art
Languages : en
Pages : 198
Book Description
The digital age has witnessed the development of a new kind of archive: immaterial, “living and moving,” largely user-generated, and conceived for managing a wide variety of audio-visual materials, besides traditional films and videos. The first part of this anthology investigates the ways in which media forms like web-documentaries, video art and digital art, web series, amateur productions, and also mobile films can be stored and preserved withinthe new digital repositories. The second part focuses on archival and preservation practices of the video game. This approach understands the archive not simply as a “memory box,” but as a fully contemporary practice that locates new media objects in the present and acknowledges their changing cultural and social configurations. The democratic, often immaterial, living, mobile nature of contemporary archives forces us to question whether or not the traditional notion of “the archive” still has a heuristic value. Or if it would be perhaps better to reject any “conventional” idea of archive and embrace the notion of anarchive.
Publisher: Mimesis
ISBN: 8857530183
Category : Art
Languages : en
Pages : 198
Book Description
The digital age has witnessed the development of a new kind of archive: immaterial, “living and moving,” largely user-generated, and conceived for managing a wide variety of audio-visual materials, besides traditional films and videos. The first part of this anthology investigates the ways in which media forms like web-documentaries, video art and digital art, web series, amateur productions, and also mobile films can be stored and preserved withinthe new digital repositories. The second part focuses on archival and preservation practices of the video game. This approach understands the archive not simply as a “memory box,” but as a fully contemporary practice that locates new media objects in the present and acknowledges their changing cultural and social configurations. The democratic, often immaterial, living, mobile nature of contemporary archives forces us to question whether or not the traditional notion of “the archive” still has a heuristic value. Or if it would be perhaps better to reject any “conventional” idea of archive and embrace the notion of anarchive.
Game Feel
Author: Steve Swink
Publisher: CRC Press
ISBN: 1482267330
Category : Art
Languages : en
Pages : 377
Book Description
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe
Publisher: CRC Press
ISBN: 1482267330
Category : Art
Languages : en
Pages : 377
Book Description
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe
The Cambridge Companion to Video Game Music
Author: Melanie Fritsch
Publisher: Cambridge University Press
ISBN: 1316999440
Category : Music
Languages : en
Pages : 483
Book Description
Video game music has been permeating popular culture for over forty years. Now, reaching billions of listeners, game music encompasses a diverse spectrum of musical materials and practices. This book provides a comprehensive, up-to-date survey of video game music by a diverse group of scholars and industry professionals. The chapters and summaries consolidate existing knowledge and present tools for readers to engage with the music in new ways. Many popular games are analysed, including Super Mario Galaxy, Bastion, The Last of Us, Kentucky Route Zero and the Katamari, Gran Turismo and Tales series. Topics include chiptunes, compositional processes, localization, history and game music concerts. The book also engages with other disciplines such as psychology, music analysis, business strategy and critical theory, and will prove an equally valuable resource for readers active in the industry, composers or designers, and music students and scholars.
Publisher: Cambridge University Press
ISBN: 1316999440
Category : Music
Languages : en
Pages : 483
Book Description
Video game music has been permeating popular culture for over forty years. Now, reaching billions of listeners, game music encompasses a diverse spectrum of musical materials and practices. This book provides a comprehensive, up-to-date survey of video game music by a diverse group of scholars and industry professionals. The chapters and summaries consolidate existing knowledge and present tools for readers to engage with the music in new ways. Many popular games are analysed, including Super Mario Galaxy, Bastion, The Last of Us, Kentucky Route Zero and the Katamari, Gran Turismo and Tales series. Topics include chiptunes, compositional processes, localization, history and game music concerts. The book also engages with other disciplines such as psychology, music analysis, business strategy and critical theory, and will prove an equally valuable resource for readers active in the industry, composers or designers, and music students and scholars.
Best Before
Author: James Newman
Publisher: Routledge
ISBN: 1136502653
Category : Social Science
Languages : en
Pages : 194
Book Description
Despite record sales and an ever-growing global industry, the simple fact is that videogames are disappearing. Most obviously, the physical deterioration of discs, cartridges, consoles and controllers means that the data and devices will crumble to dust and eventually will be lost forever. However, there is more to the disappearance of videogames than plastic corrosion and bit rot. Best Before examines how the videogames industry's retail, publishing, technology design, advertising and marketing practices actively produce obsolescence, wearing out and retiring old games to make way for the always new, just out of reach, 'coming soon' title and 'next generation' platform. Set against the context of material deterioration and the discursive production of obsolescence, Best Before examines the conceptual and practical challenges faced within the nascent field of game preservation. Understanding videogames as rich, complex and mutable texts and experiences that are supported and sustained by cultures of gameplay and fandom, Best Before considers how - and even whether - we might preserve and present games for future generations.
Publisher: Routledge
ISBN: 1136502653
Category : Social Science
Languages : en
Pages : 194
Book Description
Despite record sales and an ever-growing global industry, the simple fact is that videogames are disappearing. Most obviously, the physical deterioration of discs, cartridges, consoles and controllers means that the data and devices will crumble to dust and eventually will be lost forever. However, there is more to the disappearance of videogames than plastic corrosion and bit rot. Best Before examines how the videogames industry's retail, publishing, technology design, advertising and marketing practices actively produce obsolescence, wearing out and retiring old games to make way for the always new, just out of reach, 'coming soon' title and 'next generation' platform. Set against the context of material deterioration and the discursive production of obsolescence, Best Before examines the conceptual and practical challenges faced within the nascent field of game preservation. Understanding videogames as rich, complex and mutable texts and experiences that are supported and sustained by cultures of gameplay and fandom, Best Before considers how - and even whether - we might preserve and present games for future generations.
The Video Games Guide
Author: Matt Fox
Publisher: McFarland
ISBN: 078647257X
Category : Games & Activities
Languages : en
Pages : 385
Book Description
The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.
Publisher: McFarland
ISBN: 078647257X
Category : Games & Activities
Languages : en
Pages : 385
Book Description
The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.
GameAxis Unwired
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 92
Book Description
GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
Publisher:
ISBN:
Category :
Languages : en
Pages : 92
Book Description
GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
Playstation 3
Author:
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 749
Book Description
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 749
Book Description
Digital Ethics
Author: Jessica Reyman
Publisher: Routledge
ISBN: 0429561113
Category : Language Arts & Disciplines
Languages : en
Pages : 263
Book Description
Digital Ethics delves into the shifting legal and ethical landscape in digital spaces and explores productive approaches for theorizing, understanding, and navigating through difficult ethical issues online. Contributions from leading scholars address how changing technologies and media over the last decade have both created new ethical quandaries and reinforced old ones in rhetoric and writing studies. Through discussions of rhetorical theory, case studies and examples, research methods and methodologies, and pedagogical approaches and practical applications, this collection will further digital rhetoric scholars’ inquiry into digital ethics and writing instructors’ approaches to teaching ethics in the current technological moment. A key contribution to the literature on ethical practices in digital spaces, this book will be of interest to researchers and teachers in the fields of digital rhetoric, composition, and writing studies. Chapter 9 of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.
Publisher: Routledge
ISBN: 0429561113
Category : Language Arts & Disciplines
Languages : en
Pages : 263
Book Description
Digital Ethics delves into the shifting legal and ethical landscape in digital spaces and explores productive approaches for theorizing, understanding, and navigating through difficult ethical issues online. Contributions from leading scholars address how changing technologies and media over the last decade have both created new ethical quandaries and reinforced old ones in rhetoric and writing studies. Through discussions of rhetorical theory, case studies and examples, research methods and methodologies, and pedagogical approaches and practical applications, this collection will further digital rhetoric scholars’ inquiry into digital ethics and writing instructors’ approaches to teaching ethics in the current technological moment. A key contribution to the literature on ethical practices in digital spaces, this book will be of interest to researchers and teachers in the fields of digital rhetoric, composition, and writing studies. Chapter 9 of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.
GameAxis Unwired
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 92
Book Description
GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
Publisher:
ISBN:
Category :
Languages : en
Pages : 92
Book Description
GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
PC Gamer
Author:
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages : 220
Book Description
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages : 220
Book Description