Cultures of Computer Game Concerns

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Publisher : transcript Verlag
ISBN 13 : 3839439345
Total Pages : 359 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Cultures of Computer Game Concerns by : Estrid Sörensen

Download or read book Cultures of Computer Game Concerns written by Estrid Sörensen and published by transcript Verlag. This book was released on 2018-05-31 with total page 359 pages. Available in PDF, EPUB and Kindle. Book excerpt: The same computer games are played by youths all over the world, and worldwide games become matters of concern in relation to children: worries rise about addiction, violence, education, time, and economy. Yet, these concerns vary depending upon where they are situated: in families, legal contexts, industry or science. They also play out differently across countries and cultures. This situated nature of computer game concerns is generally neglected. Not in this book: It gives a detailed mosaic of the complex and multiple everyday realities of computer game concerns in relation to children, as they are variably situated throughout society and across cultures.

Cultures of Computer Game Concerns

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Author :
Publisher : Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
ISBN 13 : 9783837639346
Total Pages : 355 pages
Book Rating : 4.6/5 (393 download)

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Book Synopsis Cultures of Computer Game Concerns by : Estrid Sörensen

Download or read book Cultures of Computer Game Concerns written by Estrid Sörensen and published by Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner. This book was released on 2017-03-18 with total page 355 pages. Available in PDF, EPUB and Kindle. Book excerpt: Biographical note: Estrid Sörensen is a Professor of Cultural Psychology and Anthropology of Knowledge at the Ruhr-University Bochum. She does research within Science & Technology Studies.

Game Cultures

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Publisher : McGraw-Hill Education (UK)
ISBN 13 : 0335224873
Total Pages : 184 pages
Book Rating : 4.3/5 (352 download)

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Book Synopsis Game Cultures by : Jon Dovey

Download or read book Game Cultures written by Jon Dovey and published by McGraw-Hill Education (UK). This book was released on 2006-05-16 with total page 184 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

Computer Games and New Media Cultures

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Publisher : Springer Science & Business Media
ISBN 13 : 9400727771
Total Pages : 694 pages
Book Rating : 4.4/5 (7 download)

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Book Synopsis Computer Games and New Media Cultures by : Johannes Fromme

Download or read book Computer Games and New Media Cultures written by Johannes Fromme and published by Springer Science & Business Media. This book was released on 2012-06-14 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.

Computer Games as a Sociocultural Phenomenon

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Publisher : Springer
ISBN 13 : 023058330X
Total Pages : 229 pages
Book Rating : 4.2/5 (35 download)

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Book Synopsis Computer Games as a Sociocultural Phenomenon by : A. Jahn-Sudmann

Download or read book Computer Games as a Sociocultural Phenomenon written by A. Jahn-Sudmann and published by Springer. This book was released on 2008-01-17 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.

Game Cultures

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Publisher : Tata McGraw-Hill Education
ISBN 13 : 9780071074377
Total Pages : 0 pages
Book Rating : 4.0/5 (743 download)

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Book Synopsis Game Cultures by : Jon Dovey

Download or read book Game Cultures written by Jon Dovey and published by Tata McGraw-Hill Education. This book was released on 2006 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

The Game Culture Reader

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Author :
Publisher : Cambridge Scholars Publishing
ISBN 13 : 1443864374
Total Pages : 285 pages
Book Rating : 4.4/5 (438 download)

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Book Synopsis The Game Culture Reader by : Jason Thompson

Download or read book The Game Culture Reader written by Jason Thompson and published by Cambridge Scholars Publishing. This book was released on 2014-07-18 with total page 285 pages. Available in PDF, EPUB and Kindle. Book excerpt: In The Game Culture Reader, editors Jason C. Thompson and Marc A. Ouellette propose that Game Studies—that peculiar multi-, inter-, and trans-disciplinary field wherein international researchers from such diverse areas as rhetoric, computer science, literary studies, culture studies, psychology, media studies and so on come together to study the production, distribution, and consumption of games—has reached an unproductive stasis. Its scholarship remains either divided (as in the narratologists versus ludologists debate) or indecisive (as in its frequently apolitical stances on play and fandom). Thompson and Ouellette firmly hold that scholarship should be distinguished from the repetitively reductive commonplaces of violence, sexism, and addiction. In other words, beyond the headline-friendly modern topoi that now dominate the discourse of Game Studies, what issues, approaches, and insights are being, if not erased, then displaced? This volume gathers together a host of scholars from different countries, institutions, disciplines, departments, and ranks, in order to present original and evocative scholarship on digital game culture. Collectively, the contributors reject the commonplaces that have come to define digital games as apolitical or as somehow outside of the imbricated processes of cultural production that govern the medium itself. As an alternative, they offer essays that explore video game theory, ludic spaces and temporalities, and video game rhetorics. Importantly, the authors emphasize throughout that digital games should be understood on their own terms: literally, this assertion necessitates the serious reconsideration of terms borrowed from other academic disciplines; figuratively, the claim embeds the embrace of game play in the continuing investigation of digital games as cultural forms. Put another way, by questioning the received wisdom that would consign digital games to irrelevant spheres of harmless child’s play or of invidious mass entertainment, the authors productively engage with ludic ambiguities.

Video Games and Gaming Culture

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Publisher : Routledge
ISBN 13 : 9781138811300
Total Pages : 1650 pages
Book Rating : 4.8/5 (113 download)

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Book Synopsis Video Games and Gaming Culture by : Mark J. P. Wolf

Download or read book Video Games and Gaming Culture written by Mark J. P. Wolf and published by Routledge. This book was released on 2016 with total page 1650 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video and interactive computer games now constitute an enormous industry that rivals television and film. Moreover, gaming is of growing importance in spheres beyond mere entertainment; games and gaming technology are increasingly applied to other ends, including for educational, political, and military purposes. Perhaps unsurprisingly, therefore, the cultural, social, and economic significance of games and gaming is now profound, and ripe for scholarly scrutiny and study. As research continues to flourish as never before, this major new reference resource from Routledge s Critical Concepts in Media and Cultural Studies series offers a multi-dimensional overview of games and gaming culture and brings together in four volumes the very best foundational and cutting-edge scholarship. Edited by the field s leading scholar, Mark J. P. Wolf, the collection encompasses the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives. The materials gathered explore issues of game design and development, provide close analysis of games as cultural artefacts, and address issues of policy, such as those related to race, class, gender, and sexuality. Video Games and Gaming Culture is supplemented by a comprehensive index and includes a full introduction, newly written by the editor. "

Game Work

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Publisher : University of Alabama Press
ISBN 13 : 0817314180
Total Pages : 250 pages
Book Rating : 4.8/5 (173 download)

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Book Synopsis Game Work by : Ken S. McAllister

Download or read book Game Work written by Ken S. McAllister and published by University of Alabama Press. This book was released on 2004 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power. This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers. Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.

Videogames Studies: Concepts, Cultures, and Communication

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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...

Play Between Worlds

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Publisher : MIT Press
ISBN 13 : 0262250543
Total Pages : 206 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Play Between Worlds by : T. L. Taylor

Download or read book Play Between Worlds written by T. L. Taylor and published by MIT Press. This book was released on 2009-02-13 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.

The Pleasures of Computer Gaming

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Publisher : McFarland
ISBN 13 : 9780786451203
Total Pages : 203 pages
Book Rating : 4.4/5 (512 download)

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Book Synopsis The Pleasures of Computer Gaming by : Melanie Swalwell

Download or read book The Pleasures of Computer Gaming written by Melanie Swalwell and published by McFarland. This book was released on 2015-05-12 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanities and social sciences, particularly new media studies. In eight essays, the authors develop rich and nuanced understandings of the aesthetic appeals and pleasurable engagements of digital gameplay. Topics include the role of “cheats” and “easter eggs” in influencing cheating as an aesthetic phenomenon of gameplay; the relationship between videogames, gambling, and addiction; players’ aesthetic and kinaesthetic interactions with computing technology; and the epistemology and phenomenology of popular strategy-based wargames and their relationship with real-world military applications. Notes and a bibliography accompany each essay, and the work includes several screenshots, images, and photographs.

Postmodern Media Culture

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Publisher : Aakar Books
ISBN 13 : 9788189833169
Total Pages : 258 pages
Book Rating : 4.8/5 (331 download)

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Book Synopsis Postmodern Media Culture by : Jonathan Bignell

Download or read book Postmodern Media Culture written by Jonathan Bignell and published by Aakar Books. This book was released on 2007-12-13 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book deals with film, television, information technology, consumer products and popular literature, and assesses challenges to conceptions of the postmodern based on gender, race and religion.

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.

Levelling Up: The Cultural Impact of Contemporary Videogames

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Author :
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:

Computers and Games

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Publisher : Springer
ISBN 13 : 3540755381
Total Pages : 283 pages
Book Rating : 4.5/5 (47 download)

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Book Synopsis Computers and Games by : H. Jaap van den Herik

Download or read book Computers and Games written by H. Jaap van den Herik and published by Springer. This book was released on 2007-09-28 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed post-proceedings of the 5th International Conference on Computers and Games, CG 2006, co-located with the 14th World Computer-Chess Championship and the 11th Computer Olympiad. The 24 revised papers cover all aspects of artificial intelligence in computer-game playing. Topics addressed are evaluation and learning, search, combinatorial games and theory opening and endgame databases, single-agent search and planning, and computer Go.

Connecting Social Problems and Popular Culture

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Publisher : Routledge
ISBN 13 : 0429974973
Total Pages : 322 pages
Book Rating : 4.4/5 (299 download)

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Book Synopsis Connecting Social Problems and Popular Culture by : Karen Sternheimer

Download or read book Connecting Social Problems and Popular Culture written by Karen Sternheimer and published by Routledge. This book was released on 2018-05-04 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: Is violence on the streets caused by violence in video games? Does cyber-bullying lead to an increase in suicide rates? Are teens promiscuous because of Teen Mom? As Karen Sternheimer clearly demonstrates, popular culture is an easy scapegoat for many of society's problems, but it is almost always the wrong answer. Now in its second edition, Connecting Social Problems and Popular Culture goes beyond the news-grabbing headlines claiming that popular culture is public enemy number one to consider what really causes the social problems we are most concerned about. The sobering fact is that a "media made them do it" explanation fails to illuminate the roots of social problems like poverty, violence, and environmental degradation. Sternheimer's analysis deftly illustrates how welfare "reform," a two-tiered health care system, and other difficult systemic issues have far more to do with our contemporary social problems than Grand Theft Auto or Facebook. The fully-revised new edition features recent moral panics (think sexting and cyberbullying) and an entirely new chapter exploring social media. Expanded discussion of how we understand society's problems as social constructions without disregarding empirical evidence, as well as the cultural and structural issues underlying those ills, allows students to stretch their sociological imaginations.