Author: Tanja Sihvonen
Publisher: Amsterdam University Press
ISBN: 9048511984
Category : Games & Activities
Languages : en
Pages : 224
Book Description
A compelling examination of the practice and implications of modding as they apply to the best-selling computer game The Sims.
Players Unleashed!
Author: Tanja Sihvonen
Publisher: Amsterdam University Press
ISBN: 9048511984
Category : Games & Activities
Languages : en
Pages : 224
Book Description
A compelling examination of the practice and implications of modding as they apply to the best-selling computer game The Sims.
Publisher: Amsterdam University Press
ISBN: 9048511984
Category : Games & Activities
Languages : en
Pages : 224
Book Description
A compelling examination of the practice and implications of modding as they apply to the best-selling computer game The Sims.
Warez
Author: Martin Paul Eve
Publisher: punctum books
ISBN: 1685710360
Category : Computers
Languages : en
Pages : 445
Book Description
When most people think of piracy, they think of Bittorrent and The Pirate Bay. These public manifestations of piracy, though, conceal an elite worldwide, underground, organized network of pirate groups who specialize in obtaining media – music, videos, games, and software – before their official sale date and then racing against one another to release the material for free. Warez: The Infrastructure and Aesthetics of Piracy is the first scholarly research book about this underground subculture, which began life in the pre-internet era Bulletin Board Systems and moved to internet File Transfer Protocol servers (“topsites") in the mid- to late-1990s. The “Scene," as it is known, is highly illegal in almost every aspect of its operations. The term “Warez" itself refers to pirated media, a derivative of “software." Taking a deep dive in the documentary evidence produced by the Scene itself, Warez describes the operations and infrastructures an underground culture with its own norms and rules of participation, its own forms of sociality, and its own artistic forms. Even though forms of digital piracy are often framed within ideological terms of equal access to knowledge and culture, Eve uncovers in the Warez Scene a culture of competitive ranking and one-upmanship that is at odds with the often communalist interpretations of piracy. Broad in scope and novel in its approach, Warez is indispensible reading for anyone interested in recent developments in digital culture, access to knowledge and culture, and the infrastructures that support our digital age.
Publisher: punctum books
ISBN: 1685710360
Category : Computers
Languages : en
Pages : 445
Book Description
When most people think of piracy, they think of Bittorrent and The Pirate Bay. These public manifestations of piracy, though, conceal an elite worldwide, underground, organized network of pirate groups who specialize in obtaining media – music, videos, games, and software – before their official sale date and then racing against one another to release the material for free. Warez: The Infrastructure and Aesthetics of Piracy is the first scholarly research book about this underground subculture, which began life in the pre-internet era Bulletin Board Systems and moved to internet File Transfer Protocol servers (“topsites") in the mid- to late-1990s. The “Scene," as it is known, is highly illegal in almost every aspect of its operations. The term “Warez" itself refers to pirated media, a derivative of “software." Taking a deep dive in the documentary evidence produced by the Scene itself, Warez describes the operations and infrastructures an underground culture with its own norms and rules of participation, its own forms of sociality, and its own artistic forms. Even though forms of digital piracy are often framed within ideological terms of equal access to knowledge and culture, Eve uncovers in the Warez Scene a culture of competitive ranking and one-upmanship that is at odds with the often communalist interpretations of piracy. Broad in scope and novel in its approach, Warez is indispensible reading for anyone interested in recent developments in digital culture, access to knowledge and culture, and the infrastructures that support our digital age.
THE GAMES OF THE HEART
Author: Damian Wayne
Publisher: XinXii
ISBN: 3689832462
Category : Fiction
Languages : en
Pages : 27
Book Description
Headline: Are You Ready to Uncover the Secrets of the Games That Play with Your Heart? Relate: Have you ever found yourself trapped in a cycle of heartbreak and disappointment? Do you struggle to understand the games people play in relationships? Are you ready to uncover the secrets of the heart and learn how to win the game of love? Credibility: In "The Games of the Heart", author Damian Wayne takes you on a journey of self-discovery and exploration, revealing the hidden dynamics of relationships and the games that shape our hearts. With his expertise and insightful guidance, you'll learn how to navigate the complex world of love and relationships. Bullet Points: - Uncover the 5 games that people play in relationships and how to recognize them - Learn the secrets of emotional manipulation and how to protect yourself - Discover the art of effective communication and conflict resolution - Understand the psychology of attraction and how to build a strong connection - Learn how to break free from toxic relationships and patterns - Develop a stronger sense of self and emotional intelligence - Master the art of vulnerability and intimacy - Unlock the secrets of forgiveness and moving on Call to Action: If you want to win the game of love, build strong and healthy relationships, and unlock the secrets of the heart, then scroll up and buy this book today!
Publisher: XinXii
ISBN: 3689832462
Category : Fiction
Languages : en
Pages : 27
Book Description
Headline: Are You Ready to Uncover the Secrets of the Games That Play with Your Heart? Relate: Have you ever found yourself trapped in a cycle of heartbreak and disappointment? Do you struggle to understand the games people play in relationships? Are you ready to uncover the secrets of the heart and learn how to win the game of love? Credibility: In "The Games of the Heart", author Damian Wayne takes you on a journey of self-discovery and exploration, revealing the hidden dynamics of relationships and the games that shape our hearts. With his expertise and insightful guidance, you'll learn how to navigate the complex world of love and relationships. Bullet Points: - Uncover the 5 games that people play in relationships and how to recognize them - Learn the secrets of emotional manipulation and how to protect yourself - Discover the art of effective communication and conflict resolution - Understand the psychology of attraction and how to build a strong connection - Learn how to break free from toxic relationships and patterns - Develop a stronger sense of self and emotional intelligence - Master the art of vulnerability and intimacy - Unlock the secrets of forgiveness and moving on Call to Action: If you want to win the game of love, build strong and healthy relationships, and unlock the secrets of the heart, then scroll up and buy this book today!
Raceball
Author: Rob Ruck
Publisher: Beacon Press
ISBN: 0807048070
Category : Sports & Recreation
Languages : en
Pages : 289
Book Description
From an award-winning writer, the first linked history of African Americans and Latinos in Major League Baseball After peaking at 27 percent of all major leaguers in 1975, African Americans now make up less than one-tenth--a decline unimaginable in other men's pro sports. The number of Latin Americans, by contrast, has exploded to over one-quarter of all major leaguers and roughly half of those playing in the minors. Award-winning historian Rob Ruck not only explains the catalyst for this sea change; he also breaks down the consequences that cut across society. Integration cost black and Caribbean societies control over their own sporting lives, changing the meaning of the sport, but not always for the better. While it channeled black and Latino athletes into major league baseball, integration did little for the communities they left behind. By looking at this history from the vantage point of black America and the Caribbean, a more complex story comes into focus, one largely missing from traditional narratives of baseball's history. Raceball unveils a fresh and stunning truth: baseball has never been stronger as a business, never weaker as a game.
Publisher: Beacon Press
ISBN: 0807048070
Category : Sports & Recreation
Languages : en
Pages : 289
Book Description
From an award-winning writer, the first linked history of African Americans and Latinos in Major League Baseball After peaking at 27 percent of all major leaguers in 1975, African Americans now make up less than one-tenth--a decline unimaginable in other men's pro sports. The number of Latin Americans, by contrast, has exploded to over one-quarter of all major leaguers and roughly half of those playing in the minors. Award-winning historian Rob Ruck not only explains the catalyst for this sea change; he also breaks down the consequences that cut across society. Integration cost black and Caribbean societies control over their own sporting lives, changing the meaning of the sport, but not always for the better. While it channeled black and Latino athletes into major league baseball, integration did little for the communities they left behind. By looking at this history from the vantage point of black America and the Caribbean, a more complex story comes into focus, one largely missing from traditional narratives of baseball's history. Raceball unveils a fresh and stunning truth: baseball has never been stronger as a business, never weaker as a game.
The Tabletop Revolution
Author: Marco Arnaudo
Publisher: McFarland
ISBN: 1476651930
Category : Games & Activities
Languages : en
Pages : 256
Book Description
This book is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession.
Publisher: McFarland
ISBN: 1476651930
Category : Games & Activities
Languages : en
Pages : 256
Book Description
This book is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession.
Playing with Sound
Author: Karen Collins
Publisher: MIT Press
ISBN: 0262018675
Category : Games & Activities
Languages : en
Pages : 199
Book Description
An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects—which include not only music but also sound effects, ambient sound, dialogue, and interface sounds—both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances.
Publisher: MIT Press
ISBN: 0262018675
Category : Games & Activities
Languages : en
Pages : 199
Book Description
An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects—which include not only music but also sound effects, ambient sound, dialogue, and interface sounds—both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances.
Games for Health 2014
Author: Ben Schouten
Publisher: Springer
ISBN: 3658071419
Category : Computers
Languages : en
Pages : 161
Book Description
Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.
Publisher: Springer
ISBN: 3658071419
Category : Computers
Languages : en
Pages : 161
Book Description
Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.
The Paradox of Transgression in Games
Author: Torill Mortensen
Publisher: Routledge
ISBN: 1000049531
Category : Games & Activities
Languages : en
Pages : 213
Book Description
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.
Publisher: Routledge
ISBN: 1000049531
Category : Games & Activities
Languages : en
Pages : 213
Book Description
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.
Bible Answers 101
Author: Bruce Bickel
Publisher: Harvest House Publishers
ISBN: 0736925252
Category : Religion
Languages : en
Pages : 273
Book Description
Bruce Bickel and Stan Jantz, the coauthor team of the Christianity 101® series, have written more than 20 books exploring important beliefs and questions of the Christian faith. In response, hundreds of readers have asked them tough questions about life and living the Christian faith. Now this duo shares their answers to more than 200 of those questions including: Why is grace important if we believe we are always saved? What happens when we die? Is Christ the only way to salvation? What about other religions? How can we know there is a God? Is the Bible true? Readers will appreciate the authenticity and depth of the questions and the clear, biblical answers that offer substance and sustenance for the faith journey. Rerelease of Bible Answers for Life's Big Questions.
Publisher: Harvest House Publishers
ISBN: 0736925252
Category : Religion
Languages : en
Pages : 273
Book Description
Bruce Bickel and Stan Jantz, the coauthor team of the Christianity 101® series, have written more than 20 books exploring important beliefs and questions of the Christian faith. In response, hundreds of readers have asked them tough questions about life and living the Christian faith. Now this duo shares their answers to more than 200 of those questions including: Why is grace important if we believe we are always saved? What happens when we die? Is Christ the only way to salvation? What about other religions? How can we know there is a God? Is the Bible true? Readers will appreciate the authenticity and depth of the questions and the clear, biblical answers that offer substance and sustenance for the faith journey. Rerelease of Bible Answers for Life's Big Questions.
Cybercultures
Author:
Publisher: Brill
ISBN: 9401208530
Category : Computers
Languages : en
Pages : 200
Book Description
Cybercultures: Mediations of Community, Culture, Politics, is a collection of essays that critically examine the role that digital media and online cultures play in the rearticulation of contemporary societies, cultures and polities. This volume interrogates the nature and effects of the existence of cybercultures in the world of Web 2.0, new media and media convergence, and mobile digital networks. It does so by examining the effect of cybercultures upon the contemporary articulation of phenomena as diverse as bodily experience, memory, the imagination, history, political participation, the nature of community, artistic creativity, and the instability of rhetoric, language and meaning.
Publisher: Brill
ISBN: 9401208530
Category : Computers
Languages : en
Pages : 200
Book Description
Cybercultures: Mediations of Community, Culture, Politics, is a collection of essays that critically examine the role that digital media and online cultures play in the rearticulation of contemporary societies, cultures and polities. This volume interrogates the nature and effects of the existence of cybercultures in the world of Web 2.0, new media and media convergence, and mobile digital networks. It does so by examining the effect of cybercultures upon the contemporary articulation of phenomena as diverse as bodily experience, memory, the imagination, history, political participation, the nature of community, artistic creativity, and the instability of rhetoric, language and meaning.