Cultural Perspectives of Video Games: From Desiger to Player

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Author :
Publisher : BRILL
ISBN 13 : 1848881614
Total Pages : 207 pages
Book Rating : 4.8/5 (488 download)

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Book Synopsis Cultural Perspectives of Video Games: From Desiger to Player by :

Download or read book Cultural Perspectives of Video Games: From Desiger to Player written by and published by BRILL. This book was released on 2020-09-25 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding that video games are a fundamentally human creation, in this volume international scholars, designers, developers, and most importantly gamers, share with us their common connection though video game culture.

Gaming Sexism

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Publisher : NYU Press
ISBN 13 : 1479802204
Total Pages : 274 pages
Book Rating : 4.4/5 (798 download)

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Book Synopsis Gaming Sexism by : Amanda C. Cote

Download or read book Gaming Sexism written by Amanda C. Cote and published by NYU Press. This book was released on 2020-09-01 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.

Game Feel

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Publisher : CRC Press
ISBN 13 : 1482267330
Total Pages : 377 pages
Book Rating : 4.4/5 (822 download)

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Book Synopsis Game Feel by : Steve Swink

Download or read book Game Feel written by Steve Swink and published by CRC Press. This book was released on 2008-10-13 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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

Culture at Play: How Video Games Influence and Replicate Our World

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Author :
Publisher : BRILL
ISBN 13 : 9004439781
Total Pages : 152 pages
Book Rating : 4.0/5 (44 download)

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Book Synopsis Culture at Play: How Video Games Influence and Replicate Our World by :

Download or read book Culture at Play: How Video Games Influence and Replicate Our World written by and published by BRILL. This book was released on 2020-11-16 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is video game culture? This volume avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture.

Exploring Videogames: Culture, Design and Identity

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Publisher : BRILL
ISBN 13 : 1848882408
Total Pages : 189 pages
Book Rating : 4.8/5 (488 download)

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Book Synopsis Exploring Videogames: Culture, Design and Identity by : Nick Webber

Download or read book Exploring Videogames: Culture, Design and Identity written by Nick Webber and published by BRILL. This book was released on 2019-01-04 with total page 189 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume was first published by Inter-Disciplinary Press in 2013. This volume brings together perspectives on videogames and interactive entertainment from film and media studies, Russian studies, health, philosophy and human-computer interaction, among others. It includes theoretically and practically-informed explorations of the nature of games, their design and development, and their communities and culture.

Methods for Studying Video Games and Religion

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Author :
Publisher : Routledge
ISBN 13 : 1315518325
Total Pages : 222 pages
Book Rating : 4.3/5 (155 download)

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Book Synopsis Methods for Studying Video Games and Religion by : Vít Šisler

Download or read book Methods for Studying Video Games and Religion written by Vít Šisler and published by Routledge. This book was released on 2017-11-28 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

Cross-Cultural Perspectives on Technology-Enhanced Language Learning

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Publisher : IGI Global
ISBN 13 : 1522554645
Total Pages : 403 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Cross-Cultural Perspectives on Technology-Enhanced Language Learning by : Tafazoli, Dara

Download or read book Cross-Cultural Perspectives on Technology-Enhanced Language Learning written by Tafazoli, Dara and published by IGI Global. This book was released on 2018-06-08 with total page 403 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ability to effectively communicate with individuals from different linguistic and cultural backgrounds is an invaluable asset. Learning a second language proves useful as students navigate the culturally diverse world; however, studying a second language can be difficult for learners who are not immersed in the real and natural environment of the foreign language. Also, changes in education and advancements in information and communication technologies pose a number of challenges for implementing and maintaining sound practices within technology-enhanced language learning (TELL). Cross-Cultural Perspectives on Technology-Enhanced Language Learning provides information on educational technologies that enable language learners to have access to authentic and useful language resources. Readers will explore themes such as language pedagogy, how specific and universal cultural contexts influence audio-visual media used in technology-enhanced language learning (TELL), and the use of English video games to promote foreign language learning. This book is a valuable resource for academicians, education practitioners, advanced-level students, and school administrators seeking to improve language learning through technology-based resources.

Engaging with Videogames: Play, Theory and Practice

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Publisher : BRILL
ISBN 13 : 1848882955
Total Pages : 297 pages
Book Rating : 4.8/5 (488 download)

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Book Synopsis Engaging with Videogames: Play, Theory and Practice by : Dawn Stobbart

Download or read book Engaging with Videogames: Play, Theory and Practice written by Dawn Stobbart and published by BRILL. This book was released on 2019-01-04 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.

Videogames Studies: Concepts, Cultures, and Communication

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Author :
Publisher : BRILL
ISBN 13 : 1848880596
Total Pages : 160 pages
Book Rating : 4.8/5 (488 download)

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Book Synopsis Videogames Studies: Concepts, Cultures, and Communication by : Monica Evans

Download or read book Videogames Studies: Concepts, Cultures, and Communication written by Monica Evans and published by BRILL. This book was released on 2020-04-14 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume reflects the discussions that occurred during the 2nd Global Conference on Videogame Cultures and the Future of Interactive Entertainment in July 2010. The chapters in this volume cover four primary topics: new frameworks for game studies and analysis, the various cultures surrounding gaming, questions of ethics and controversial...

Virtually Sacred

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Publisher : Oxford University Press
ISBN 13 : 0199379971
Total Pages : 352 pages
Book Rating : 4.1/5 (993 download)

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Book Synopsis Virtually Sacred by : Robert M. Geraci

Download or read book Virtually Sacred written by Robert M. Geraci and published by Oxford University Press. This book was released on 2014-06-13 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.

Towards Game Translation User Research

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Publisher : Cambridge University Press
ISBN 13 : 1009385801
Total Pages : 154 pages
Book Rating : 4.0/5 (93 download)

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Book Synopsis Towards Game Translation User Research by : Mikołaj Deckert

Download or read book Towards Game Translation User Research written by Mikołaj Deckert and published by Cambridge University Press. This book was released on 2024-05-23 with total page 154 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Element takes the initiative to highlight the nascent state of audiovisual translation research centring on users of video games. It proposes ways of advancing the research by integrating numerous related perspectives from relevant fields to guide studies in translated game reception into further fruition. The Element offers an accessible overview of possible relationships between translation and its experiencers, showcasing ways to design game reception studies. Examples, methods, tools, and practical concerns are discussed to ultimately develop a blueprint for game translation user research which aims to consolidate scientific user-centric inquiry into video game translation. To that end, the blueprint captures the three-pronged interplay between the parameters of localisation-reception research in facets of user experience, facets of translated games, and facets of game users.

Posthumanism in digital culture

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Publisher : Emerald Group Publishing
ISBN 13 : 1800431090
Total Pages : 188 pages
Book Rating : 4.8/5 (4 download)

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Book Synopsis Posthumanism in digital culture by : Callum T.F. McMillan

Download or read book Posthumanism in digital culture written by Callum T.F. McMillan and published by Emerald Group Publishing. This book was released on 2021-01-15 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the theories of transhumanism and posthumanism, two philosophies that deal with radically changing bodies, minds, and even the nature of humanity itself.

Levelling Up: The Cultural Impact of Contemporary Videogames

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Publisher : BRILL
ISBN 13 : 1848884389
Total Pages : 173 pages
Book Rating : 4.8/5 (488 download)

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Book Synopsis Levelling Up: The Cultural Impact of Contemporary Videogames by : Brittany Kuhn

Download or read book Levelling Up: The Cultural Impact of Contemporary Videogames written by Brittany Kuhn and published by BRILL. This book was released on 2019-01-04 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Embedding Culture into Video Games and Game Design

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Publisher : CRC Press
ISBN 13 : 1000931358
Total Pages : 200 pages
Book Rating : 4.0/5 (9 download)

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Book Synopsis Embedding Culture into Video Games and Game Design by : Rhett Loban

Download or read book Embedding Culture into Video Games and Game Design written by Rhett Loban and published by CRC Press. This book was released on 2023-09-04 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book will help game designers and those interested in games thoughtfully embed culture into video games and the game design process. This book raises the issue of how some cultures and communities are misrepresented in various video games. In response to this problem, designers can bring cultural considerations and practices into the centre focus of the game design process. The book advocates that designers put different measures in place to better prevent misrepresentations and engage with deeper understandings of culture to build culturally richer and more meaningful game worlds. The book uses the Torres Strait Virtual Reality project as a primary example, in addition to other game projects, to explore cultural representation in game design. Torres Strait culture is also explored and discussed more broadly throughout the book. No prior knowledge of culture studies is needed, and the book deals with higher level game design with little reference to the technical elements of game development. This unique and timely book will appeal to those interested in the implications of cultural depictions in video games and opportunities to generate deeper cultural representations through the game design process.

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives

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Publisher : IGI Global
ISBN 13 : 1522502629
Total Pages : 456 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives by : Valentine, Keri Duncan

Download or read book Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives written by Valentine, Keri Duncan and published by IGI Global. This book was released on 2016-06-20 with total page 456 pages. Available in PDF, EPUB and Kindle. Book excerpt: With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.

The Routledge Companion to Video Game Studies

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000886026
Total Pages : 832 pages
Book Rating : 4.0/5 (8 download)

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Book Synopsis The Routledge Companion to Video Game Studies by : Mark J.P. Wolf

Download or read book The Routledge Companion to Video Game Studies written by Mark J.P. Wolf and published by Taylor & Francis. This book was released on 2023-06-19 with total page 832 pages. Available in PDF, EPUB and Kindle. Book excerpt: A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

Cultural Code

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Publisher : MIT Press
ISBN 13 : 0262034050
Total Pages : 345 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Cultural Code by : Phillip Penix-Tadsen

Download or read book Cultural Code written by Phillip Penix-Tadsen and published by MIT Press. This book was released on 2016-02-12 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.