Digital Gameplay

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Author :
Publisher : McFarland
ISBN 13 : 0786483474
Total Pages : 268 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Digital Gameplay by : Nate Garrelts

Download or read book Digital Gameplay written by Nate Garrelts and published by McFarland. This book was released on 2014-09-17 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, computer technology has permeated all aspects of life--not just work and education, but also leisure time. Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games. Topics include several detailed investigations of particular, often controversial games such as Grand Theft Auto: Vice City, as well as a consideration of the ways in which game-playing crosses socioeconomic, age, gender and racial lines. The concluding essays discuss scholars' perceptions of digital media and efforts to frame them. Instructors considering this book for use in a course may request an examination copy here.

The Business and Culture of Digital Games

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Author :
Publisher : SAGE
ISBN 13 : 9781412900478
Total Pages : 198 pages
Book Rating : 4.9/5 (4 download)

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Book Synopsis The Business and Culture of Digital Games by : Aphra Kerr

Download or read book The Business and Culture of Digital Games written by Aphra Kerr and published by SAGE. This book was released on 2006-04-06 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.

Alternate Reality Games and the Cusp of Digital Gameplay

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Author :
Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501316249
Total Pages : 353 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Alternate Reality Games and the Cusp of Digital Gameplay by : Antero Garcia

Download or read book Alternate Reality Games and the Cusp of Digital Gameplay written by Antero Garcia and published by Bloomsbury Publishing USA. This book was released on 2017-04-20 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: From alternate to alternative reality : games as cultural probes / Patrick Jagoda, Melissa Gilliam, Peter McDonald, and Ashlyn Sparrow -- The game did not take place : this is not a game and blurring the lines of fiction / Alan Hook -- Alternate reality games for learning : a frame by frame analysis / Anthony Pellicone, Elizabeth Bonsignore, Kathryn Kaczmarek, Kari Kraus, June Ahn, & Derek Hansen -- Promotional alternate reality games and the TINAG philosophy / Stephanie Janes -- The coachella disaster : how the puppet masters of art of the h3ist pulled a victory from the jaws of defeat / Burcu S. Bakiolu -- Designing and playing peer-produced ARGs in the primary classroom : supporting literacies through play / Angela Colvert -- Games beyond the arg / Jeff Watson -- Methods : studying alternate reality games as virtual worlds / Calvin Johns -- A typology to describe alternate reality games for cultural contexts / Diane Dufort and Federico Tajariol -- Sociability by design in an alternate reality game : the case of the Trail / Roinioti Elina, Pandia Eleana, Skarpelos Yannis -- Ingress : a restructuring of the ARG or a new genre? : an ethnography of enlightened and resistance factions in Brazil / Thaiane Moreira de Oliveira

Multiplayer

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Author :
Publisher : Routledge
ISBN 13 : 1134092199
Total Pages : 271 pages
Book Rating : 4.1/5 (34 download)

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Book Synopsis Multiplayer by : Thorsten Quandt

Download or read book Multiplayer written by Thorsten Quandt and published by Routledge. This book was released on 2013-10-30 with total page 271 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.

Emotions, Technology, and Digital Games

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Author :
Publisher : Academic Press
ISBN 13 : 0128018402
Total Pages : 366 pages
Book Rating : 4.1/5 (28 download)

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Book Synopsis Emotions, Technology, and Digital Games by :

Download or read book Emotions, Technology, and Digital Games written by and published by Academic Press. This book was released on 2015-09-25 with total page 366 pages. Available in PDF, EPUB and Kindle. Book excerpt: Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. - Details how games affect emotions—both during and after play - Describes how we can manage a player's affective reactions - Applies the emotional affect to making games more immersive - Examines game-based learning and education - Identifies which components of online games support socio-emotional development - Discusses the impact of game-based emotions beyond the context of games

Playing with Religion in Digital Games

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Author :
Publisher : Indiana University Press
ISBN 13 : 0253012635
Total Pages : 314 pages
Book Rating : 4.2/5 (53 download)

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Book Synopsis Playing with Religion in Digital Games by : Heidi A. Campbell

Download or read book Playing with Religion in Digital Games written by Heidi A. Campbell and published by Indiana University Press. This book was released on 2014-04-28 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game Okami to the internationally popular The Legend of Zelda and Halo, many video games rely on religious themes and symbols to drive the narrative and frame the storyline. Playing with Religion in Digital Games explores the increasingly complex relationship between gaming and global religious practices. For example, how does religion help organize the communities in MMORPGs such as World of Warcraft? What role has censorship played in localizing games like Actraiser in the western world? How do evangelical Christians react to violence, gore, and sexuality in some of the most popular games such as Mass Effect or Grand Theft Auto? With contributions by scholars and gamers from all over the world, this collection offers a unique perspective to the intersections of religion and the virtual world.

Understanding Digital Games

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Author :
Publisher : SAGE
ISBN 13 : 1847877664
Total Pages : 270 pages
Book Rating : 4.8/5 (478 download)

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Book Synopsis Understanding Digital Games by : Jason Rutter

Download or read book Understanding Digital Games written by Jason Rutter and published by SAGE. This book was released on 2006-04-20 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.

Handbook of Digital Games

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1118796276
Total Pages : 611 pages
Book Rating : 4.1/5 (187 download)

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Book Synopsis Handbook of Digital Games by : Marios C. Angelides

Download or read book Handbook of Digital Games written by Marios C. Angelides and published by John Wiley & Sons. This book was released on 2014-02-19 with total page 611 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.

The Digital Gaming Handbook

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Author :
Publisher : CRC Press
ISBN 13 : 1000093549
Total Pages : 283 pages
Book Rating : 4.0/5 ( download)

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Book Synopsis The Digital Gaming Handbook by : Roberto Dillon

Download or read book The Digital Gaming Handbook written by Roberto Dillon and published by CRC Press. This book was released on 2020-07-15 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field. Key Features: International experts share their research and experience in game development and design Provides readers with inside perspectives on the cross-disciplinary aspects of the industry Includes retrospective and forward-looking examinations of gaming Editor: Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.

Digital Culture, Play, and Identity

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Author :
Publisher : MIT Press
ISBN 13 : 0262033704
Total Pages : 313 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Digital Culture, Play, and Identity by : Hilde Corneliussen

Download or read book Digital Culture, Play, and Identity written by Hilde Corneliussen and published by MIT Press. This book was released on 2008 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted.The contributors examine the ways that gameworlds reflect the real world - exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character - both players' identification with their characters and the game's culture of naming characters." -- BOOK JACKET.

Digital Gaming Re-imagines the Middle Ages

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Author :
Publisher : Routledge
ISBN 13 : 1136221824
Total Pages : 330 pages
Book Rating : 4.1/5 (362 download)

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Book Synopsis Digital Gaming Re-imagines the Middle Ages by : Daniel T. Kline

Download or read book Digital Gaming Re-imagines the Middle Ages written by Daniel T. Kline and published by Routledge. This book was released on 2013-09-11 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary concerns and conflicts, in all their complexity. Rather than a distinct time in the past, the Middle Ages form a space in which theory and narrative, gaming and textuality, identity and society are remediated and reimagined. Together, the essays demonstrate that while having its roots firmly in narrative traditions, neomedieval gaming—where neomedievalism no longer negotiates with any reality beyond itself and other medievalisms—creates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the Middle Ages demonstrates that the medieval is more than just a stockpile of historically static facts but is a living, subversive presence in contemporary culture.

Alternate Reality Games and the Cusp of Digital Gameplay

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Author :
Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501316265
Total Pages : 353 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Alternate Reality Games and the Cusp of Digital Gameplay by : Antero Garcia

Download or read book Alternate Reality Games and the Cusp of Digital Gameplay written by Antero Garcia and published by Bloomsbury Publishing USA. This book was released on 2017-04-20 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.

New Perspectives on the Social Aspects of Digital Gaming

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Author :
Publisher : Routledge
ISBN 13 : 1317243625
Total Pages : 274 pages
Book Rating : 4.3/5 (172 download)

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Book Synopsis New Perspectives on the Social Aspects of Digital Gaming by : Rachel Kowert

Download or read book New Perspectives on the Social Aspects of Digital Gaming written by Rachel Kowert and published by Routledge. This book was released on 2017-02-10 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.

Playing Along

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Publisher : Oxford University Press
ISBN 13 : 0199929912
Total Pages : 273 pages
Book Rating : 4.1/5 (999 download)

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Book Synopsis Playing Along by : Kiri Miller

Download or read book Playing Along written by Kiri Miller and published by Oxford University Press. This book was released on 2012-02-09 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why don't Guitar Hero players just pick up real guitars? What happens when millions of people play the role of a young black gang member in Grand Theft Auto: San Andreas? How are YouTube-based music lessons changing the nature of amateur musicianship? This book is about play, performance, and participatory culture in the digital age. Miller shows how video games and social media are bridging virtual and visceral experience, creating dispersed communities who forge meaningful connections by "playing along" with popular culture. Playing Along reveals how digital media are brought to bear in the transmission of embodied knowledge: how a Grand Theft Auto player uses a virtual radio to hear with her avatar's ears; how a Guitar Hero player channels the experience of a live rock performer; and how a beginning guitar student translates a two-dimensional, pre-recorded online music lesson into three-dimensional physical practice and an intimate relationship with a distant teacher. Through a series of engaging ethnographic case studies, Miller demonstrates that our everyday experiences with interactive digital media are gradually transforming our understanding of musicality, creativity, play, and participation.

Digital Games in Language Learning and Teaching

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Author :
Publisher : Springer
ISBN 13 : 1137005262
Total Pages : 318 pages
Book Rating : 4.1/5 (37 download)

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Book Synopsis Digital Games in Language Learning and Teaching by : Hayo Reinders

Download or read book Digital Games in Language Learning and Teaching written by Hayo Reinders and published by Springer. This book was released on 2012-06-12 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.

Digital Games and Mathematics Learning

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Author :
Publisher : Springer
ISBN 13 : 9401795177
Total Pages : 318 pages
Book Rating : 4.4/5 (17 download)

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Book Synopsis Digital Games and Mathematics Learning by : Tom Lowrie

Download or read book Digital Games and Mathematics Learning written by Tom Lowrie and published by Springer. This book was released on 2015-10-05 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field. Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a te xtual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.

Gender, Age, and Digital Games in the Domestic Context

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Author :
Publisher : Routledge
ISBN 13 : 1317632974
Total Pages : 158 pages
Book Rating : 4.3/5 (176 download)

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Book Synopsis Gender, Age, and Digital Games in the Domestic Context by : Alison Harvey

Download or read book Gender, Age, and Digital Games in the Domestic Context written by Alison Harvey and published by Routledge. This book was released on 2015-03-27 with total page 158 pages. Available in PDF, EPUB and Kindle. Book excerpt: Western digital game play has shifted in important ways over the last decade, with a plethora of personal devices affording a range of increasingly diverse play experiences. Despite the celebration of a more inclusive environment of digital game play, very little grounded research has been devoted to the examination of familial play and the domestication of digital games, as opposed to evolving public and educational contexts. This book is the first study to provide a situated investigation of the site of family play— the shared spaces and private places of gameplay within the domestic sphere. It carries out an empirically grounded and critical analysis of what marketing and sales discourses about shifts in the digital games audience actually look like in the space of the home, as well as the social and cultural role these ludic technologies take in the everyday practices of the family in the domestic context. It examines the material realities of video game technologies in the home; including time management and spatial organization, as well as the discursive role these devices play in discussions of technological competence and its complex relationship to age, generational differences, and gender performance. Harvey’s interdisciplinary approach and innovative methodology will hold great critical appeal for those studying digital culture, children’s media, and feminist studies of new media, as well as critical theories of technology and leisure and sport theory.