Dungeons and Dreamers

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Author :
Publisher : McGraw-Hill/Osborne Media
ISBN 13 :
Total Pages : 304 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis Dungeons and Dreamers by : Brad King

Download or read book Dungeons and Dreamers written by Brad King and published by McGraw-Hill/Osborne Media. This book was released on 2003 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Part I. The rise of digital gaming. Together -- Machines at play -- Building community, building business -- Brave new worlds -- Part II. Networked gaming age. Log on, shoot down -- Homebrewed gamers -- Losing the game -- Part III. The era of gamers. Gamers, interrupted -- Unleashed -- Herding gamers.

Dungeons and Dreamers

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Author :
Publisher : Etc Press
ISBN 13 : 9780991222728
Total Pages : 278 pages
Book Rating : 4.2/5 (227 download)

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Book Synopsis Dungeons and Dreamers by : Brad King

Download or read book Dungeons and Dreamers written by Brad King and published by Etc Press. This book was released on 2014-03 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: Before the multibillion computer game industry, there was Dungeons & Dragons, a tabletop game created by Gary Gygax and Dave Arneson in 1974. D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.

Dungeons and Dreamers

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Author :
Publisher :
ISBN 13 : 9781076752451
Total Pages : 160 pages
Book Rating : 4.7/5 (524 download)

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Book Synopsis Dungeons and Dreamers by : Alex Lidell

Download or read book Dungeons and Dreamers written by Alex Lidell and published by . This book was released on 2019-06-27 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: Two dark pasts. One bond beyond their control. For a month, Coal has tried to stay away from the beautiful cadet who makes him feel things he shouldn't, each day of separation spiraling him deeper into worsening nightmares. Already on edge, it takes Coal one split second to plunge into violence--and find himself in shackles once more. Lera has finally struck a tentative peace with the stone-cold deputy headmaster--that is, until she disobeys River's direct orders and inserts herself into Coal's troubles. Now, locked away in the academy's dungeon, Lera's darkest memories come to life. And someone else's along with them. As the magical bond between Lera and Coal awakens, there's nowhere to run--and nowhere to hide. DUNGEONS AND DREAMERS is the fifth episode in the GREAT FALLS ACADEMY novella series, featuring the same reverse-harem cast as Alex Lidell's internationally bestselling POWER OF FIVE series. (Reading the POWER OF FIVE novels is not necessary to enjoy GREAT FALLS ACADEMY.)

Dungeons, Dragons, and Digital Denizens

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Author :
Publisher : Bloomsbury Publishing USA
ISBN 13 : 1441141081
Total Pages : 387 pages
Book Rating : 4.4/5 (411 download)

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Book Synopsis Dungeons, Dragons, and Digital Denizens by : Gerald A. Voorhees

Download or read book Dungeons, Dragons, and Digital Denizens written by Gerald A. Voorhees and published by Bloomsbury Publishing USA. This book was released on 2012-02-16 with total page 387 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dungeons, Dragons, and Digital Denizens is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games.

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.

Slaying the Dragon

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Author :
Publisher : Jabberwocky Literary Agency, Inc.
ISBN 13 : 1625675828
Total Pages : 316 pages
Book Rating : 4.6/5 (256 download)

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Book Synopsis Slaying the Dragon by : Ben Riggs

Download or read book Slaying the Dragon written by Ben Riggs and published by Jabberwocky Literary Agency, Inc.. This book was released on 2022-07-19 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dungeons & Dragons. It’s the fantasy role-playing game first conceived over fifty years ago by the now-legendary company TSR ,which has enthralled millions of devoted gamers around the world for generations. It’s a test of skill, intelligence, audacity, and survival. But no D&D game ever played could compare to the stunning behind-the-scenes melee for power and dominance that was the true story of TSR. Slaying the Dragon chronicles the rise and fall of TSR (Tactical Studies Rules), how the brilliant and wild minds of the legendary Gary Gygax and his co-creator Dave Arneson gave birth to a game that would capture the imagination of outsiders and underdogs throughout the world. From its humble beginnings in the small town of Lake Geneva, Wisconsin to its emergence as a cultural phenomenon, TSR soon spawned an unlikely empire of games and geekdom—with Dungeons & Dragons leading the way—that was decades ahead of its time, inviting both hyper-devoted fans as well as hysteria surrounding the game’s supposed corrupting influence on America’s youth. TSR was in the news, in the money, and on top of the world. But success soon took its toll, with creative control and rivalries within the firm threatening the stability of TSR. Former allies grew apart personally and professionally, and the formerly fun, freewheeling firm founded by a band of misfits collapsed into a desperate struggle for survival. Despite attempts to grow in a changing market, setbacks and management decisions put TSR in a downward spiral in the 1990s which resulted in the company's death and then resurrection by the most unlikely of saviors. With author access to previously unreleased documents and insider stories, and interviews with former TSR employees and associates who witnessed the high-stakes machinations and maneuvering that would eventually seal the company’s fate, Slaying the Dragon is a fascinating, revealing tale of friends turned enemies, success and failure, and loyalty and betrayal that no roll of the die could predict... "Riggs has written a fascinating and dishy account of the business hits and whistling misses of a band of dreamers, writers, artists, and geeks... A must-read for fighters, magic-users, and even bards -- and everyone else, too." — Brad Ricca, Edgar-nominated author of Mrs. Sherlock Holmes and True Raiders"Far from a fluff piece on a beloved hobby, this book goes behind the GM's screen to take a hard-nosed look at the people and circumstances that first gave rise to D&D, then nearly killed it -- twice. Riggs takes you on a roller-coaster from boom to near bankruptcy, but never loses sight of the individuals involved, the good, the bad, and the geeky." — Marie Brennan, Hugo-Award nominated author of the Memoirs of Lady Trent series

Seven Sublimes

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Author :
Publisher : MIT Press
ISBN 13 : 0262369834
Total Pages : 229 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Seven Sublimes by : David E. Nye

Download or read book Seven Sublimes written by David E. Nye and published by MIT Press. This book was released on 2022-05-17 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: A reconception of the sublime to include experiences of disaster, war, outer space, virtual reality, and the Anthropocene. We experience the sublime—overwhelming amazement and exhilaration—in at least seven different forms. Gazing from the top of a mountain at a majestic vista is not the same thing as looking at a city from the observation deck of a skyscraper; looking at images constructed from Hubble Space Telescope data is not the same as living through a powerful earthquake. The varieties of sublime experience have increased during the last two centuries, and we need an expanded terminology to distinguish between them. In this book, David Nye delineates seven forms of the sublime: natural, technological, disastrous, martial, intangible, digital, and environmental, which express seven different relationships to space, time, and identity. These forms of the sublime can be experienced at historic sites, ruins, cities, national parks, or on the computer screen. We find them in beautiful landscapes and gigantic dams, in battle and on battlefields, in images of black holes and microscopic particles. The older forms are tangible, when we are physically present and our senses are fully engaged; increasingly, others are intangible, mediated through technology. Nye examines each of the seven sublimes, framed by philosophy but focused on historical examples.

Empire of Imagination

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Author :
Publisher : Bloomsbury Publishing USA
ISBN 13 : 1632862042
Total Pages : 333 pages
Book Rating : 4.6/5 (328 download)

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Book Synopsis Empire of Imagination by : Michael Witwer

Download or read book Empire of Imagination written by Michael Witwer and published by Bloomsbury Publishing USA. This book was released on 2015-10-06 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first comprehensive biography of geek and gaming culture's mythic icon, Gary Gygax, and the complete story behind his invention of Dungeons & Dragons. The life story of Gary Gygax, godfather of all fantasy adventure games, has been told only in bits and pieces. Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008. Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Vin Diesel all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the role-playing genre he is largely responsible for creating. Through his unwavering commitment to the power of creativity, Gygax gave generations of gamers the tools to invent characters and entire worlds in their minds. Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination.

Human-Computer Interaction: Users and Applications

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 3642216188
Total Pages : 723 pages
Book Rating : 4.6/5 (422 download)

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Book Synopsis Human-Computer Interaction: Users and Applications by : Julie A. Jacko

Download or read book Human-Computer Interaction: Users and Applications written by Julie A. Jacko and published by Springer Science & Business Media. This book was released on 2011-06-24 with total page 723 pages. Available in PDF, EPUB and Kindle. Book excerpt: This four-volume set LNCS 6761-6764 constitutes the refereed proceedings of the 14th International Conference on Human-Computer Interaction, HCII 2011, held in Orlando, FL, USA in July 2011, jointly with 8 other thematically similar conferences. The revised papers presented were carefully reviewed and selected from numerous submissions. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The papers of the fourth volume are organized in topical sections on HCI and learning, health and medicine applications, business and commerce, HCI in complex environments, design and usability case studies, children and HCI, and playing experience.

The Year's Work in Medievalism, 2011

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Author :
Publisher : Wipf and Stock Publishers
ISBN 13 : 1620323036
Total Pages : 111 pages
Book Rating : 4.6/5 (23 download)

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Book Synopsis The Year's Work in Medievalism, 2011 by : Edward L. Risden

Download or read book The Year's Work in Medievalism, 2011 written by Edward L. Risden and published by Wipf and Stock Publishers. This book was released on 2012-12-20 with total page 111 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Year's Work in Medievalism includes vetted essays from the Studies in Medievalism--now International Society for the Study of Medievalism--annual conference and from submissions to the editor throughout the year. The current volume includes a range of topics from medievalism in literature and art to the neomedievalism of movies and games. It includes these scholarly contributions: E. L. Risden, Introductory Letter from the Editor Gwendolyn Morgan, Recollections of Medievalism Richard Utz, Them Philologists: Philological Practices and Their Discontents from Nietzsche to Cerquiglini Clare Simmons, Really Ancient Druids in British Medievalist Drama Karl Fugelso, Neomedievalisms in Tom Phillips' Commedia Illustrations Jason Fisher, Some Contributions to Middle-earth Lexicography: Hapax Legomena in The Lord of the Rings Simon Roffey, The World of Warcraft: A Medievalist Perspective William Hodapp, Arthur, Beowulf, Robin Hood, and Hollywood's Desire for Origins M. J. Toswell, The Arthurian Landscapes of Guy Gavriel Kay

The Digital Hand

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Author :
Publisher : Oxford University Press on Demand
ISBN 13 : 019516587X
Total Pages : 646 pages
Book Rating : 4.1/5 (951 download)

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Book Synopsis The Digital Hand by : James W. Cortada

Download or read book The Digital Hand written by James W. Cortada and published by Oxford University Press on Demand. This book was released on 2006 with total page 646 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Digital Hand, Volume 2, is a historical survey of how computers and telecommunications have been deployed in over a dozen industries in the financial, telecommunications, media and entertainment sectors over the past half century. It is past of a sweeping three-volume description of how management in some forty industries embraced the computer and changed the American economy. Computers have fundamentally changed the nature of work in America. However it is difficult to grasp the full extent of these changes and their implications for the future of business. To begin the long process of understanding the effects of computing in American business, we need to know the history of how computers were first used, by whom and why. In this, the second volume of The Digital Hand, James W. Cortada combines detailed analysis with narrative history to provide a broad overview of computing's and telecomunications' role in over a dozen industries, ranging from Old Economy sectors like finance and publishing to New Economy sectors like digital photography and video games. He also devotes considerable attention to the rapidly changing media and entertainment industries which are now some of the most technologically advanced in the American economy. Beginning in 1950, when commercial applications of digital technology began to appear, Cortada examines the ways different industries adopted new technologies, as well as the ways their innovative applications influenced other industries and the US economy as a whole. He builds on the surveys presented in the first volume of the series, which examined sixteen manufacturing, process, transportation, wholesale and retail industries. In addition to this account, of computers' impact on industries, Cortada also demonstrates how industries themselves influenced the nature of digital technology. Managers, historians and others interested in the history of modern business will appreciate this historical analysis of digital technology's many roles and future possibilities in an wide array of industries. The Digital Hand provides a detailed picture of what the infrastructure of the Information Age really looks like and how we got there.

Virtual Ascendance

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Author :
Publisher : Rowman & Littlefield
ISBN 13 : 1442216964
Total Pages : 236 pages
Book Rating : 4.4/5 (422 download)

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Book Synopsis Virtual Ascendance by : Devin C. Griffiths

Download or read book Virtual Ascendance written by Devin C. Griffiths and published by Rowman & Littlefield. This book was released on 2013-09-19 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video gaming is wildly popular and getting even more so as interfaces and devices improve. This popular account of the rise of gaming offers insight into its popularity and place in our culture as well as the impact it has on our daily lives – from the doctor’s office to the family room sofa.

Ubiquitous Learning

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Author :
Publisher : IAP
ISBN 13 : 1617354376
Total Pages : 359 pages
Book Rating : 4.6/5 (173 download)

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Book Synopsis Ubiquitous Learning by : Terry T. Kidd

Download or read book Ubiquitous Learning written by Terry T. Kidd and published by IAP. This book was released on 2011-07-01 with total page 359 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ubiquitous Learning: Strategies for Pedagogy, Course Design, and Technology bridges the gap between digital media and education, by presenting an intriguing look on the future of education. By combining theory, research, and practice, this book paints a broad picture of the field of ubiquitous learning by focuses on how to use theory and research to enhance technology integration to support teaching and learning through instructional design strategies for instruction, models and frameworks for course design, and applications of mobile and social media tools to create, implement, and deliver a ubiquitous learning environment. This book is of interest to researchers and graduate students in educational technology, information sciences, adult learning and other learning and performance fields, as well as university faculty, teachers, administrators, policymakers, and industry leaders, who can use this text to make essential decisions related to their respective roles in education. Ubiquitous Learning: Strategies for Pedagogy, Course Design, and Technology is a great reference for those who wish to enhance their levels of teaching and student engagement though the use of technology.

Vintage Games 2.0

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Author :
Publisher : CRC Press
ISBN 13 : 1000000923
Total Pages : 357 pages
Book Rating : 4.0/5 ( download)

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Book Synopsis Vintage Games 2.0 by : Matt Barton

Download or read book Vintage Games 2.0 written by Matt Barton and published by CRC Press. This book was released on 2019-05-08 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

Debugging Game History

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Author :
Publisher : MIT Press
ISBN 13 : 0262551101
Total Pages : 465 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Debugging Game History by : Henry Lowood

Download or read book Debugging Game History written by Henry Lowood and published by MIT Press. This book was released on 2024-02-06 with total page 465 pages. Available in PDF, EPUB and Kindle. Book excerpt: Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

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.

Analog Game Studies: Volume III

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Author :
Publisher : Lulu.com
ISBN 13 : 0359383971
Total Pages : 348 pages
Book Rating : 4.3/5 (593 download)

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Book Synopsis Analog Game Studies: Volume III by : Evan Torner

Download or read book Analog Game Studies: Volume III written by Evan Torner and published by Lulu.com. This book was released on 2019-02-05 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies.