Author:
Publisher:
ISBN: 9781484494561
Category :
Languages : en
Pages : 127
Book Description
More gamers than ever are watching others play games rather than playing the games themselves. Gaming Live will provide a complete guide to live streaming and gaming, taking advantage of the huge audiences across all live streaming platforms.
Gaming live!.
Author:
Publisher:
ISBN: 9781484494561
Category :
Languages : en
Pages : 127
Book Description
More gamers than ever are watching others play games rather than playing the games themselves. Gaming Live will provide a complete guide to live streaming and gaming, taking advantage of the huge audiences across all live streaming platforms.
Publisher:
ISBN: 9781484494561
Category :
Languages : en
Pages : 127
Book Description
More gamers than ever are watching others play games rather than playing the games themselves. Gaming Live will provide a complete guide to live streaming and gaming, taking advantage of the huge audiences across all live streaming platforms.
Watch Me Play
Author: T. L. Taylor
Publisher: Princeton University Press
ISBN: 0691184976
Category : Social Science
Languages : en
Pages : 328
Book Description
A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.
Publisher: Princeton University Press
ISBN: 0691184976
Category : Social Science
Languages : en
Pages : 328
Book Description
A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.
Gaming Lives in the Twenty-First Century
Author: G. Hawisher
Publisher: Springer
ISBN: 0230601766
Category : Psychology
Languages : en
Pages : 275
Book Description
This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.
Publisher: Springer
ISBN: 0230601766
Category : Psychology
Languages : en
Pages : 275
Book Description
This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.
Paratextualizing Games
Author: Benjamin Beil
Publisher: transcript Verlag
ISBN: 3839454212
Category : Social Science
Languages : en
Pages : 407
Book Description
Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
Publisher: transcript Verlag
ISBN: 3839454212
Category : Social Science
Languages : en
Pages : 407
Book Description
Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
Game On
Author: Seressia Glass
Publisher: Penguin
ISBN: 0593199081
Category : Fiction
Languages : en
Pages : 401
Book Description
When an unexpected Player Two enters her life, a gamer must decide if their relationship is worth leveling up in this new romance from the author of The Love Con. Samara Reynolds has built a large following as a gamer under an anonymous screen name, and uses her skills as a DEIA consultant to advocate for equal representation in video games. When she posted a video critiquing the popular game Legendsfall, she knew she’d get a reaction from her fans, but the video leads to hundreds of female gamers critiquing the game and its company, Artemis Games. The only thing more unexpected than starting an online movement is getting a job offer from the handsome CEO of Artemis. Aron Galanis has been on a mission to get his company certified to create gaming content for people with disabilities. When he sees Artemis trending online for all the wrong reasons, he’s determined to right his wrongs and offers the originator a mea culpa, as well as a job offer to overhaul the character options in Legendsfall. Working together turns Aron and Samara from adversaries into allies, allies into friends, and after that—something more. But once their relationship goes public, will Aron and Samara be able to weather the storm and fight for their happy ending, or is it game over?
Publisher: Penguin
ISBN: 0593199081
Category : Fiction
Languages : en
Pages : 401
Book Description
When an unexpected Player Two enters her life, a gamer must decide if their relationship is worth leveling up in this new romance from the author of The Love Con. Samara Reynolds has built a large following as a gamer under an anonymous screen name, and uses her skills as a DEIA consultant to advocate for equal representation in video games. When she posted a video critiquing the popular game Legendsfall, she knew she’d get a reaction from her fans, but the video leads to hundreds of female gamers critiquing the game and its company, Artemis Games. The only thing more unexpected than starting an online movement is getting a job offer from the handsome CEO of Artemis. Aron Galanis has been on a mission to get his company certified to create gaming content for people with disabilities. When he sees Artemis trending online for all the wrong reasons, he’s determined to right his wrongs and offers the originator a mea culpa, as well as a job offer to overhaul the character options in Legendsfall. Working together turns Aron and Samara from adversaries into allies, allies into friends, and after that—something more. But once their relationship goes public, will Aron and Samara be able to weather the storm and fight for their happy ending, or is it game over?
SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES
Author: Marcin Wardaszko
Publisher: Akademia Leona Kozminskiego
ISBN: 8366502015
Category : Business & Economics
Languages : en
Pages : 687
Book Description
The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.
Publisher: Akademia Leona Kozminskiego
ISBN: 8366502015
Category : Business & Economics
Languages : en
Pages : 687
Book Description
The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.
Sigil & Shadow
Author: R.E. Davis
Publisher: Bloomsbury Publishing
ISBN: 1472844807
Category : Games & Activities
Languages : en
Pages : 213
Book Description
Set in a mirror of our own world, Sigil & Shadow is a roleplaying game of urban fantasy and occult horror in which players take on the roles of illuminated heroes and shadowed monsters to face the rising tide of supernatural forces. Ancient nightmares lurk behind the closed doors of board rooms, entities from beyond time prowl the city streets, forgotten rituals are reborn as viral memes. Do you take a stand against the encroaching shadows? Or do you seek their power for yourself? Powered by the highly accessible d00Lite system, Sigil & Shadow focuses squarely on the story rather than the mechanics – who the characters are and what they do, not how they do it. Easy to adopt to any mythos, campaigns can be built around a wide range of plots, with players taking the role of anything from paranormal investigators and monster hunters to members of occult cabals or secret societies. The setting offered sees a modern world buffeted by the tides of supernatural power, where beings of myth wake from their slumber while modern cults sacrifice to pop-culture gods and ancient cabals pursue their age-old schemes into the digital age.
Publisher: Bloomsbury Publishing
ISBN: 1472844807
Category : Games & Activities
Languages : en
Pages : 213
Book Description
Set in a mirror of our own world, Sigil & Shadow is a roleplaying game of urban fantasy and occult horror in which players take on the roles of illuminated heroes and shadowed monsters to face the rising tide of supernatural forces. Ancient nightmares lurk behind the closed doors of board rooms, entities from beyond time prowl the city streets, forgotten rituals are reborn as viral memes. Do you take a stand against the encroaching shadows? Or do you seek their power for yourself? Powered by the highly accessible d00Lite system, Sigil & Shadow focuses squarely on the story rather than the mechanics – who the characters are and what they do, not how they do it. Easy to adopt to any mythos, campaigns can be built around a wide range of plots, with players taking the role of anything from paranormal investigators and monster hunters to members of occult cabals or secret societies. The setting offered sees a modern world buffeted by the tides of supernatural power, where beings of myth wake from their slumber while modern cults sacrifice to pop-culture gods and ancient cabals pursue their age-old schemes into the digital age.
Twitch
Author: Mark R. Johnson
Publisher: John Wiley & Sons
ISBN: 1509558608
Category : Computers
Languages : en
Pages : 152
Book Description
Twitch is the leading live streaming platform in most of the world and an integral part of contemporary digital gaming culture. Millions of people broadcast their game play (as well as other activities) to over a hundred million people who regularly visit the site. In this accessible book, Mark R. Johnson offers both a synthesis of existing Twitch research and a new way to understand Twitch as a public forum for gaming. Drawing on ideas of the ancient Greek agora or public forum, Johnson demonstrates how Twitch has become the key location for game players looking to understand what is contemporary, relevant, and important in modern gaming culture. He argues that Twitch has constructed a particular kind of public forum for gaming, an understanding which emerges from analysing the platform through its technological infrastructure, its streamers and viewers, its broadcast content, and its tightly knit communities. While this forum helps shape gaming culture, it also exhibits many of gaming's existing problems with harassment and cultural exclusivity. Despite being the essential public space for contemporary gaming, Johnson shows that Twitch is far more complex than it first appears, and is currently expanding in ways that challenge this – until now – core focus. This book is essential reading for students and scholars of game studies, media studies, and anyone with an interest in the rapidly changing nature of online communication.
Publisher: John Wiley & Sons
ISBN: 1509558608
Category : Computers
Languages : en
Pages : 152
Book Description
Twitch is the leading live streaming platform in most of the world and an integral part of contemporary digital gaming culture. Millions of people broadcast their game play (as well as other activities) to over a hundred million people who regularly visit the site. In this accessible book, Mark R. Johnson offers both a synthesis of existing Twitch research and a new way to understand Twitch as a public forum for gaming. Drawing on ideas of the ancient Greek agora or public forum, Johnson demonstrates how Twitch has become the key location for game players looking to understand what is contemporary, relevant, and important in modern gaming culture. He argues that Twitch has constructed a particular kind of public forum for gaming, an understanding which emerges from analysing the platform through its technological infrastructure, its streamers and viewers, its broadcast content, and its tightly knit communities. While this forum helps shape gaming culture, it also exhibits many of gaming's existing problems with harassment and cultural exclusivity. Despite being the essential public space for contemporary gaming, Johnson shows that Twitch is far more complex than it first appears, and is currently expanding in ways that challenge this – until now – core focus. This book is essential reading for students and scholars of game studies, media studies, and anyone with an interest in the rapidly changing nature of online communication.
Running a Successful Live Service Game
Author: Sergei Vasiuk
Publisher: CRC Press
ISBN: 1040222609
Category : Computers
Languages : en
Pages : 246
Book Description
This book unveils the secrets of extraordinarily successful games and hands you a smarter way to create exceptional engagement and convert it into revenue. It teaches you detailed LiveOps techniques that show you how to keep your game appealing through engaging events, personalized experiences, and smart monetization. You’ll discover the "3 LAPs of Operations" framework—a dynamic, question-driven process that you can implement to systematically boost retention and achieve your game's financial goals. The book delves into the intricate business of live service games, explaining how to enhance your operational efficiency with precise toolset implementations and analytics. While some studio leaders merely talk about "riding the trend", this approach is far too passive. Embrace the shift towards people-driven game development, where your players evolve from mere consumers into active co-creators. This transformation allows you to construct your own trend, known as People's LiveOps, where you engage your most devoted fans and offer them opportunities to earn a living through their creations. Essential for professionals in live service games, this book is also invaluable for aspiring talents and seasoned experts aiming to enter or excel in the gaming industry.
Publisher: CRC Press
ISBN: 1040222609
Category : Computers
Languages : en
Pages : 246
Book Description
This book unveils the secrets of extraordinarily successful games and hands you a smarter way to create exceptional engagement and convert it into revenue. It teaches you detailed LiveOps techniques that show you how to keep your game appealing through engaging events, personalized experiences, and smart monetization. You’ll discover the "3 LAPs of Operations" framework—a dynamic, question-driven process that you can implement to systematically boost retention and achieve your game's financial goals. The book delves into the intricate business of live service games, explaining how to enhance your operational efficiency with precise toolset implementations and analytics. While some studio leaders merely talk about "riding the trend", this approach is far too passive. Embrace the shift towards people-driven game development, where your players evolve from mere consumers into active co-creators. This transformation allows you to construct your own trend, known as People's LiveOps, where you engage your most devoted fans and offer them opportunities to earn a living through their creations. Essential for professionals in live service games, this book is also invaluable for aspiring talents and seasoned experts aiming to enter or excel in the gaming industry.
Terrible Old Games You've Probably Never Heard Of
Author: Stuart Ashen
Publisher: Unbound Publishing
ISBN: 1783522577
Category : Games & Activities
Languages : en
Pages : 514
Book Description
In Terrible Old Games You've Probably Never Heard Of, Stuart Ashen has created a collection of hilarious and damning reviews of some of the most bizarre, frustrating, pointless and downright terrible video games ever made. And he would know. . . he's played them all. Dripping with wry humour and featuring the best, worst graphics from the games themselves, this book encapsulates the atrocities produced in the days of tight budgets and low quality controls. These are the most appalling games that ever leaked from the industry's tear ducts and have long since been (rightly) relegated to the dusty shelves of history. Welcome to a world of games you never knew existed. You will probably wish you still didn't.
Publisher: Unbound Publishing
ISBN: 1783522577
Category : Games & Activities
Languages : en
Pages : 514
Book Description
In Terrible Old Games You've Probably Never Heard Of, Stuart Ashen has created a collection of hilarious and damning reviews of some of the most bizarre, frustrating, pointless and downright terrible video games ever made. And he would know. . . he's played them all. Dripping with wry humour and featuring the best, worst graphics from the games themselves, this book encapsulates the atrocities produced in the days of tight budgets and low quality controls. These are the most appalling games that ever leaked from the industry's tear ducts and have long since been (rightly) relegated to the dusty shelves of history. Welcome to a world of games you never knew existed. You will probably wish you still didn't.