Embedding Culture into Video Games and Game Design

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Author :
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.

Exploring Videogames: Culture, Design and Identity

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Author :
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.

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.

Embed With Games

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Author :
Publisher : Birlinn
ISBN 13 : 0857908898
Total Pages : 184 pages
Book Rating : 4.8/5 (579 download)

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Book Synopsis Embed With Games by : Cara Ellison

Download or read book Embed With Games written by Cara Ellison and published by Birlinn. This book was released on 2015-11-19 with total page 184 pages. Available in PDF, EPUB and Kindle. Book excerpt: In 2014 games critic Cara Ellison rather flippantly pledged to the internet she’d leave home, become itinerant, and travel around the world to live with and write about some of the most interesting game developers and their cultural outlook. As your ‘cyberpunk hair-dyed Attenborough’, originally Cara put up the Embed With Games series monthly on a free blog as she travelled from couch to couch, writing about the people she met and about the way our game creators express the culture around them. The internet generously helped fund her travel costs through a subscription service, egging her on in the only way it could. This is the collected work, called Embed With Games with an exclusive introduction from Kieron Gillen, a cover from Irene Koh, and a conclusion exclusive to the eBook.

Video Games and Gaming Culture

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Author :
Publisher : Routledge
ISBN 13 : 9781138811263
Total Pages : 1650 pages
Book Rating : 4.8/5 (112 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. "

Cultural Code

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Publisher : MIT Press
ISBN 13 : 0262334925
Total Pages : 345 pages
Book Rating : 4.2/5 (623 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 2016-02-19 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.

Rules of Play

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Author :
Publisher : MIT Press
ISBN 13 : 0262240459
Total Pages : 689 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Rules of Play by : Katie Salen Tekinbas

Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 689 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Understanding Games and Game Cultures

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Author :
Publisher : SAGE
ISBN 13 : 1529738520
Total Pages : 194 pages
Book Rating : 4.5/5 (297 download)

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Book Synopsis Understanding Games and Game Cultures by : Ingrid Richardson

Download or read book Understanding Games and Game Cultures written by Ingrid Richardson and published by SAGE. This book was released on 2021-03-24 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.

Values at Play in Digital Games

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Author :
Publisher : MIT Press
ISBN 13 : 0262529971
Total Pages : 222 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Values at Play in Digital Games by : Mary Flanagan

Download or read book Values at Play in Digital Games written by Mary Flanagan and published by MIT Press. This book was released on 2016-09-02 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.

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...

Global Game Industries and Cultural Policy

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Author :
Publisher : Springer
ISBN 13 : 3319407600
Total Pages : 340 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Global Game Industries and Cultural Policy by : Anthony Fung

Download or read book Global Game Industries and Cultural Policy written by Anthony Fung and published by Springer. This book was released on 2017-02-10 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first book that sheds light on global game industries and cultural policy. The scope covers the emerging and converging theory and models on cultural industries and its development, and their connection to national cultural policy and globalization. The primary focus of the book is on Asian cultural policy and industries while there are implicit comparisons throughout the book to compare Asia to other global markets. This book is aimed at advanced undergraduates, graduate students and faculty members in programs addressing cultural policy and digital games. It will also be of interest to those within the cultural policy community and to digital games professionals.

The Pleasures of Computer Gaming

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Author :
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.

Video Game Design

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Publisher :
ISBN 13 : 9781474222426
Total Pages : 272 pages
Book Rating : 4.2/5 (224 download)

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Book Synopsis Video Game Design by : Michael Salmond

Download or read book Video Game Design written by Michael Salmond and published by . This book was released on 2018 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Video Game Design is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have guide for budding game designers. Industry perspectives from game industry professionals provide fascinating insights into this creative field, and each chapter concludes with a workshop project to help you put what you've learnt into practice to plan and develop your own games. With over 200 images from some of the best-selling, most creative games of the last 30 years, this is an essential introduction to industry practice, helping readers develop practical skills for video game creation. This book is for those seeking a career making video games as part of a studio, small team or as an independent creator. It will guide you from understanding how games engage, entertain and communicate with their audience and take you on a journey as a designer towards creating your own video game experiences."--Bloomsbury Publishing.

The Business and Culture of Digital Games

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Author :
Publisher : SAGE
ISBN 13 : 1847877672
Total Pages : 188 pages
Book Rating : 4.8/5 (478 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 2006-03-18 with total page 188 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-theorised, aspect of our media environment. Written as an introductory text for media and game students this book aims present an overview of industry and scholary work on who makes games, where they get made, what kind of media and cultural form they are and who plays them and where. The Business and Culture of Digital Games looks at: - games as a new media form; - the design, development and marketing of games; - the use of games in public and private spaces. Combining a theoretical and empirical analysis of the production, content and consumption of computer games, this book will be of interest to many students of media, culture and communication.

Encyclopedia of Video Games [3 volumes]

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Author :
Publisher : Bloomsbury Publishing USA
ISBN 13 :
Total Pages : 1173 pages
Book Rating : 4.2/5 (161 download)

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Book Synopsis Encyclopedia of Video Games [3 volumes] by : Mark J. P. Wolf

Download or read book Encyclopedia of Video Games [3 volumes] written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Video Games as Culture

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Author :
Publisher : Routledge
ISBN 13 : 1317223926
Total Pages : 194 pages
Book Rating : 4.3/5 (172 download)

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Book Synopsis Video Games as Culture by : Daniel Muriel

Download or read book Video Games as Culture written by Daniel Muriel and published by Routledge. This book was released on 2018-03-14 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

Independent Videogames

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Author :
Publisher : Routledge
ISBN 13 : 1000201155
Total Pages : 270 pages
Book Rating : 4.0/5 (2 download)

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Book Synopsis Independent Videogames by : Paolo Ruffino

Download or read book Independent Videogames written by Paolo Ruffino and published by Routledge. This book was released on 2020-10-07 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.