Video Game Worlds

Video Game Worlds PDF Author: Timothy Rowlands
Publisher: Routledge
ISBN: 1315416042
Category : Games & Activities
Languages : en
Pages : 202

Get Book Here

Book Description
Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to analyze the massively multiplayer online game Everquest.

Video Game Worlds

Video Game Worlds PDF Author: Timothy Rowlands
Publisher: Routledge
ISBN: 1315416042
Category : Games & Activities
Languages : en
Pages : 202

Get Book Here

Book Description
Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to analyze the massively multiplayer online game Everquest.

Computer Game Worlds

Computer Game Worlds PDF Author: Claus Pias
Publisher: Diaphanes
ISBN: 9783035800135
Category : Computer games
Languages : en
Pages : 0

Get Book Here

Book Description
Computer games have become ubiquitous in today's society. Many scholars have speculated on the reasons for their massive success. Yet we haven't considered the most basic questions: Why do computer games exist? What specific circumstances led to the creation of this entirely new type of game? What sorts of knowledge facilitated the requisite technological and institutional transformations? With Computer Game Worlds, Claus Pias sets out to answer these questions. Tracing computer games from their earliest forms to the unstoppable commercial and cultural phenomena they have become today, Pias then provides a careful epistemological reconstruction of the process of playing games, both at computers and by computers themselves. The book makes a valuable theoretical contribution to the ongoing discussion about computer games.

Gameworlds

Gameworlds PDF Author: Seth Giddings
Publisher: Bloomsbury Publishing USA
ISBN: 1501318292
Category : Social Science
Languages : en
Pages : 193

Get Book Here

Book Description
Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.

Journey Through the Video Game World

Journey Through the Video Game World PDF Author: Ashad Mukadam
Publisher: Lulu.com
ISBN: 0993803806
Category : Fiction
Languages : en
Pages : 243

Get Book Here

Book Description
In February 2013, Ronald Charlton was laid off from his job at Pacific IT and Consulting in Calgary, Alberta, Canada. Soon after, he decided to start playing video games, initially as a way to just let out some steam. However, it is now August, and he has still not stopped playing. He only seems to get off of the couch when he goes to eat, sleep, and work out. This is now starting to affect the relationships he has with his parents, Monica and Harold, and his brother Mitch, and especially with his girlfriend, Dawna Langston. Then, on a rainy day in August 2013, a major thunderstorm hits Calgary. Ronald, who has been playing throughout the storm, is just about to hit a new high score on his video game when lightning strikes the console, causing an electrical current to travel down the wire to his controller, which then surrounds him, and transports him to the video game world. He soon finds out from the government of the video game world, commonly called The VGG, that he must physically play and complete a number of games in a certain order only known to them in order to get home. Ronald, along with his guide Pixie, then embark on a journey to return Ronald home. Will he make it back to the real world, or is Ronald doomed to stay in the video game world forever?

Game Worlds Get Real

Game Worlds Get Real PDF Author: Zek Valkyrie
Publisher: Bloomsbury Publishing USA
ISBN: 1440851298
Category : Art
Languages : en
Pages : 256

Get Book Here

Book Description
This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie—a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself—explores the evolution of the meaning of "play" in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency.

From Animals to Animats 8

From Animals to Animats 8 PDF Author: Stefan Schaal
Publisher: MIT Press
ISBN: 9780262693417
Category : Computers
Languages : en
Pages : 554

Get Book Here

Book Description
New research on the adaptive behavior of natural and synthetic agents.

Ultimate Game Design: Building Game Worlds

Ultimate Game Design: Building Game Worlds PDF Author: Tom Meigs
Publisher: McGraw Hill Professional
ISBN: 9780072228991
Category : Computers
Languages : en
Pages : 372

Get Book Here

Book Description
Build games with techniques and insights from a pro.

Computer Gaming World

Computer Gaming World PDF Author:
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages : 390

Get Book Here

Book Description


Possible Worlds

Possible Worlds PDF Author: Ralph Schroeder
Publisher: Westview Press
ISBN:
Category : Business & Economics
Languages : en
Pages : 232

Get Book Here

Book Description
Virtual reality (VR) has become a revolutionary technology allowing users to experience nearly unlimited computer-generated realities--exercising a strong hold on the popular imagination, attracting hundreds of researchers, and spawning a booming industry. "Possible Worlds" provides a sociological and historical account of the genesis of VR and how it has shaped social life. The book also relates VR to more general issues in the study and effects of the new communications media, advanced research and development, the education and entertainment industries, and finally to youth culture and cultural expression.

The Official Strategy Guide for Video Game Studies

The Official Strategy Guide for Video Game Studies PDF Author: Nathan Clinton Garrelts
Publisher:
ISBN:
Category : Interactive videos
Languages : en
Pages : 406

Get Book Here

Book Description