Videogame Player Text

Videogame  Player  Text PDF
Author: Barry Atkins
Publisher:
Size: 44.45 MB
Category : Games & Activities
Languages : en
Pages : 256
View: 2045

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Videogame Player Text

by Barry Atkins, Videogame Player Text Books available in PDF, EPUB, Mobi Format. Download Videogame Player Text books, Videogame, Player, Text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment.

Fr He Neuzeit Im Videospiel

Fr  he Neuzeit im Videospiel PDF
Author: Florian Kerschbaumer
Publisher: transcript Verlag
Size: 11.73 MB
Category : Social Science
Languages : de
Pages : 336
View: 1198

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Fr He Neuzeit Im Videospiel

by Florian Kerschbaumer, Fr He Neuzeit Im Videospiel Books available in PDF, EPUB, Mobi Format. Download Fr He Neuzeit Im Videospiel books, »Geschichte« ist zu einem wichtigen Stoff für Videospiele geworden - und trotz ihrer Bedeutung für die populäre Darstellung historischer Inhalte ist sie bislang kaum aufgearbeitet. Obwohl viele Spiele, auch Bestseller, die Frühe Neuzeit behandeln, fehlt - anders als zum Mittelalter oder der Moderne - hier noch die geschichtswissenschaftliche Perspektive. Warum werden frühneuzeitliche Elemente in Videospielen aufgegriffen? Um welche handelt es sich? Wie werden sie verarbeitet? In diese Lücke stößt der Band. Die Beiträge verstehen sich dabei nicht als abschließende Behandlung des Themas, sondern als Wegweiser zu neuen Fragen und Analysemethoden.

Videogame Sciences And Arts

Videogame Sciences and Arts PDF
Author: Nelson Zagalo
Publisher: Springer Nature
Size: 76.71 MB
Category : Computers
Languages : en
Pages : 277
View: 2467

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Videogame Sciences And Arts

by Nelson Zagalo, Videogame Sciences And Arts Books available in PDF, EPUB, Mobi Format. Download Videogame Sciences And Arts books, This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.

A Play Of Bodies

A Play of Bodies PDF
Author: Brendan Keogh
Publisher: MIT Press
Size: 49.26 MB
Category : Games & Activities
Languages : en
Pages : 248
View: 4686

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A Play Of Bodies

by Brendan Keogh, A Play Of Bodies Books available in PDF, EPUB, Mobi Format. Download A Play Of Bodies books, An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.

Social Exclusion Power And Video Game Play

Social Exclusion  Power  and Video Game Play PDF
Author: David G. Embrick
Publisher: Lexington Books
Size: 59.37 MB
Category : Games
Languages : en
Pages : 262
View: 1497

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Social Exclusion Power And Video Game Play

by David G. Embrick, Social Exclusion Power And Video Game Play Books available in PDF, EPUB, Mobi Format. Download Social Exclusion Power And Video Game Play books, "We divide this book into three major sections that address major issues of social exclusion, power and liberatory fantasies in virtual play. The first section, social-psychological implications of virtual gameplay, highlights recent research that examines how the virtual realms of MMORPGs and other games shape emotion and influence social interactions between players within the game. Section two features studies that entertain questions on the marketing of race and gender stereotypes in video games and how (and if) traditional forms of social inequality are reproduced or contested in virtual realms. Finally, section three offers insight on game fans and virtual play. Specifically, the contributions in this section explore the relationship between software developers and game fans"--

Spielerische Fiktionen

Spielerische Fiktionen PDF
Author: Andreas Rauscher
Publisher: Schüren Verlag
Size: 29.33 MB
Category : Games & Activities
Languages : de
Pages : 320
View: 7340

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Spielerische Fiktionen

by Andreas Rauscher, Spielerische Fiktionen Books available in PDF, EPUB, Mobi Format. Download Spielerische Fiktionen books, Videospiele prägen nicht nur auf Grund ihres enormen Erfolgs und der kreativen Leistungen im Gamedesign maßgeblich die gegenwärtige Kulturlandschaft. Seit den späten 1990er Jahren werden sie im interdisziplinären Forschungsfeld der Game Studies auch intensiv und mit zunehmend vielseitigeren Ansätzen im akademischen Kontext diskutiert. Spielerische Fiktionen untersucht die audiovisuellen und dramaturgischen Besonderheiten der prägendsten Game-Genres, unter besonderer Berücksichtigung des diffizilen Austauschverhältnisses zwischen Filmen und Videospielen. Zugleich gibt der Band einen einführenden Überblick über die geschichtliche Entwicklung der Videospielgenres und die Hintergründe stilprägender Games wie Tomb Raider, Half-Life, Resident Evil und der Monkey Island-Reihe. Theoretisch bezieht Spielerische Fiktionen sowohl Konzepte der Filmwissenschaft wie die Genretheorie Rick Altmans, als auch zentrale Ansätze der Game Studies, vom ludologischen Spielmodell Jesper Juuls über das Transmedia Storytelling-Konzept Henry Jenkins bis hin zum Cyberdrama Janet Murrays in die Untersuchung ein. Zugleich bietet die anschauliche Analyse zahlreicher ausgewählter Beispiele einen informativen und zugänglichen Überblick über aktuelle interdisziplinäre Fragestellungen der Filmwissenschaft und der Game Studies

Ancient Greece And Rome In Videogames

Ancient Greece and Rome in Videogames PDF
Author: Ross Clare
Publisher: Bloomsbury Publishing
Size: 32.11 MB
Category : Games & Activities
Languages : en
Pages : 240
View: 4702

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Ancient Greece And Rome In Videogames

by Ross Clare, Ancient Greece And Rome In Videogames Books available in PDF, EPUB, Mobi Format. Download Ancient Greece And Rome In Videogames books, This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the “epic mode” of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such “ancient games”.

Media In The Ubiquitous Era Ambient Social And Gaming Media

Media in the Ubiquitous Era  Ambient  Social and Gaming Media PDF
Author: Lugmayr, Artur
Publisher: IGI Global
Size: 48.59 MB
Category : Computers
Languages : en
Pages : 312
View: 2742

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Media In The Ubiquitous Era Ambient Social And Gaming Media

by Lugmayr, Artur, Media In The Ubiquitous Era Ambient Social And Gaming Media Books available in PDF, EPUB, Mobi Format. Download Media In The Ubiquitous Era Ambient Social And Gaming Media books, "This book focuses on the definition of ambient and ubiquitous media from a cross-disciplinary viewpoint, covering the fields of commerce, science, research affecting citizens"--Provided by publisher.

Mazes In Videogames

Mazes in Videogames PDF
Author: Alison Gazzard
Publisher: McFarland
Size: 56.29 MB
Category : Games & Activities
Languages : en
Pages : 192
View: 7206

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Mazes In Videogames

by Alison Gazzard, Mazes In Videogames Books available in PDF, EPUB, Mobi Format. Download Mazes In Videogames books, From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author’s personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.

Gamers

Gamers PDF
Author: Garry Crawford
Publisher: Routledge
Size: 65.13 MB
Category : Games
Languages : en
Pages : 320
View: 2103

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Gamers

by Garry Crawford, Gamers Books available in PDF, EPUB, Mobi Format. Download Gamers books, "Over only a few decades, digital gaming has become a major global leisure activity that now rivals the movie and music sectors. Due to this increasingly widespread popularity, gaming has in recent years become the focus of increased academic interest and activity, but still little is know about those who play digital games. Online Gaming in Context is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks, and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the virtual world"--

Cybertext Poetics

Cybertext Poetics PDF
Author: Markku Eskelinen
Publisher: Bloomsbury Publishing USA
Size: 38.37 MB
Category : Social Science
Languages : en
Pages : 472
View: 4933

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Cybertext Poetics

by Markku Eskelinen, Cybertext Poetics Books available in PDF, EPUB, Mobi Format. Download Cybertext Poetics books, Equally interested in what is and what could be, Cybertext Poetics combines ludology and cybertext theory to solve persistent problems and introduce paradigm changes in the fields of literary theory, narratology, game studies, and digital media. The book first integrates theories of print and digital literature within a more comprehensive theory capable of coming to terms with the ever-widening media varieties of literary expression, and then expands narratology far beyond its current confines resulting in multiple new possibilities for both interactive and non-interactive narratives. By focusing on a cultural mode of expression that is formally, cognitively, affectively, socially, aesthetically, ethically and rhetorically different from narratives and stories, Cybertext Poetics constructs a ludological basis for comparative game studies, shows the importance of game studies to the understanding of digital media, and argues for a plurality of transmedial ecologies.

Game Sound Technology And Player Interaction Concepts And Developments

Game Sound Technology and Player Interaction  Concepts and Developments PDF
Author: Grimshaw, Mark
Publisher: IGI Global
Size: 74.90 MB
Category : Games & Activities
Languages : en
Pages : 504
View: 1873

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Game Sound Technology And Player Interaction Concepts And Developments

by Grimshaw, Mark, Game Sound Technology And Player Interaction Concepts And Developments Books available in PDF, EPUB, Mobi Format. Download Game Sound Technology And Player Interaction Concepts And Developments books, Game Sound Technology and Player Interaction: Concepts and Developments researches both how game sound affects a player psychologically, emotionally, and physiologically, and how this relationship itself impacts the design of computer game sound and the development of technology. This compilation also applies beyond the realm of video games to other types of immersive sound, such as soundscape design, gambling machines, emotive and fantastical sound to name a few. The application for this research is wide-ranging, interdisciplinary, and of primary importance for academics and practitioners searching for the right sounds.

Ethnographies Of The Videogame

Ethnographies of the Videogame PDF
Author: Dr Helen Thornham
Publisher: Ashgate Publishing, Ltd.
Size: 59.36 MB
Category : Sports & Recreation
Languages : en
Pages : 218
View: 468

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Ethnographies Of The Videogame

by Dr Helen Thornham, Ethnographies Of The Videogame Books available in PDF, EPUB, Mobi Format. Download Ethnographies Of The Videogame books, Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.

Educating For A Video Game Culture

Educating for a video game culture PDF
Author: Council of Europe
Publisher: Council of Europe
Size: 63.17 MB
Category : Political Science
Languages : en
Pages : 62
View: 1434

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Educating For A Video Game Culture

by Council of Europe, Educating For A Video Game Culture Books available in PDF, EPUB, Mobi Format. Download Educating For A Video Game Culture books, Video games: a complex medium whose popularity is growing extremely rapidly, posing new challenges in the education of children and young people Children, teenagers and young people today live in a world profoundly influenced by technology and digital media. It has become almost impossible not to come into contact with mobile phones, tablets, laptops, console games and other forms of technology, whether for educational or entertainment purposes. Video games are an important aspect of this digital landscape and in recent years they have grown very rapidly in terms of popularity, relevance and complexity. Video games are fun, engaging and designed to capture players’ attention. These factors bring new opportunities but also new challenges for the education of children and young people. This volume of the Digital Citizenship Education series aims to make teachers and parents – indeed all adults with an educational role – aware of the complexity of this medium as well as the potential risks and opportunities that come with it. This publication also aims to provide readers with some useful strategies to help them choose the most appropriate video games and to engage in meaningful dialogue with stakeholders. Promoting a video game culture means generating a pedagogical reflection around video games: thinking about them as a cultural tool able to offer opportunities, not only to have fun, but also to think, learn and develop as a person. It also means considering the video game worthy of being the object of study and of an accurate and careful analysis of its characteristics, its mechanics and its language.

Encyclopedia Of Video Games The Culture Technology And Art Of Gaming 2nd Edition 3 Volumes

Encyclopedia of Video Games  The Culture  Technology  and Art of Gaming  2nd Edition  3 volumes  PDF
Author: Mark J. P. Wolf
Publisher: ABC-CLIO
Size: 16.73 MB
Category : Games & Activities
Languages : en
Pages : 1288
View: 7485

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Encyclopedia Of Video Games The Culture Technology And Art Of Gaming 2nd Edition 3 Volumes

by Mark J. P. Wolf, Encyclopedia Of Video Games The Culture Technology And Art Of Gaming 2nd Edition 3 Volumes Books available in PDF, EPUB, Mobi Format. Download Encyclopedia Of Video Games The Culture Technology And Art Of Gaming 2nd Edition 3 Volumes books, Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games

Computerspiele F R Gamer Mit Sehschw Che Konzept F R Standardisierte Implementierung

Computerspiele f  r Gamer mit Sehschw  che  Konzept f  r standardisierte Implementierung PDF
Author: Maxim Babarinow
Publisher: Diplomica Verlag
Size: 60.71 MB
Category : Computers
Languages : de
Pages : 80
View: 7567

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Computerspiele F R Gamer Mit Sehschw Che Konzept F R Standardisierte Implementierung

by Maxim Babarinow, Computerspiele F R Gamer Mit Sehschw Che Konzept F R Standardisierte Implementierung Books available in PDF, EPUB, Mobi Format. Download Computerspiele F R Gamer Mit Sehschw Che Konzept F R Standardisierte Implementierung books, Computerspiele nehmen einen hohen Stellenwert in der heutigen Gesellschaft ein. Die Entwicklung der Nutzerzahlen zeigt an, dass Computerspiele einen wichtigen Teil unseres taglichen Lebens ausmachen und signifikant an Bedeutung gewonnen haben. Der Umsatz mit Unterhaltungssoftware innerhalb der letzten zehn Jahre war immens und stellt eine beeindruckende Einfuhrung der Technologie und Anwendung dar. Die UN Behindertenrechtskonvention fordert in Artikel 24 die Inklusion und Teilhabe von Menschen mit Behinderungen an der Gesellschaft. Fur diese Konvention ware es nicht vereinbar, wenn behinderte Menschen keinen Zugang zu Computerspielen hatten. Die starke Grafikorientierung, steigende Komplexitat und eine fehlende Adaption an die Barrieren der Spieler fuhrt jedoch zu ihrer Ausgrenzung. Die Entwicklung von Spielen ist aufwendig und birgt ein finanzielles Risiko. Entwickler reagieren deshalb nur zogerlich, ihre Ressourcen in die Konzeption und Realisierung von Ansatzen zu investieren, die eine hohere Zuganglichkeit ermoglichen. Konzepte mit denen Standardanwendungen zuganglich gemacht werden, konnen den hohen Anspruchen im Bezug auf Interaktivitat von Computer- und Videospielen nicht standhalten. Sie sind deshalb nur bedingt oder gar nicht auf diese Domane anwendbar. Fur bereits produzierte Spiele gibt es wenig Moglichkeiten einen Zugang zum Quelltext zu erlangen. Es fehlen Standards in diesem Bereich und oft werden keine Schnittstellen angeboten. Die notwendige Funktionalitat wird in solchen Fallen nicht sinnvoll erganzt und sollte deshalb bereits wahrend der Konzeption berucksichtigt werden. Grundlegende Konzepte um Spiele fur Sehgeschadigte zu entwickeln sind der Einsatz von auditiven Benutzerschnittstellen und die Unterstutzung alternativer haptischer Eingabegerate. Typische Beispiele fur die Verwendung von Audio in kommerziellen Computerspielen sind: Klange zur Belebung virtueller Welten oder gesprochene Dialoge als Standard im Bereich Storytelling. In den letzten J"