Game Mods: Design, Theory and Criticism

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Author :
Publisher : Lulu.com
ISBN 13 : 1300540613
Total Pages : 202 pages
Book Rating : 4.3/5 (5 download)

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Book Synopsis Game Mods: Design, Theory and Criticism by : Erik Champion

Download or read book Game Mods: Design, Theory and Criticism written by Erik Champion and published by Lulu.com. This book was released on 2013-01-01 with total page 202 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are games worthy of academic attention? Can they be used effectively in the classroom, in the research laboratory, as an innovative design tool, as a persuasive political weapon? Game Mods: Design Theory and Criticism aims to answer these and more questions. It features chapters by authors chosen from around the world, representing fields as diverse as architecture, ethnography, puppetry, cultural studies, music education, interaction design and industrial design. How can we design, play with and reflect on the contribution of game mods, related tools and techniques, to both game studies and to society as a whole?

The Routledge Handbook of Remix Studies and Digital Humanities

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Publisher : Routledge
ISBN 13 : 1000346722
Total Pages : 761 pages
Book Rating : 4.0/5 (3 download)

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Book Synopsis The Routledge Handbook of Remix Studies and Digital Humanities by : Eduardo Navas

Download or read book The Routledge Handbook of Remix Studies and Digital Humanities written by Eduardo Navas and published by Routledge. This book was released on 2021-02-14 with total page 761 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this comprehensive and highly interdisciplinary companion, contributors reflect on remix across the broad spectrum of media and culture, with each chapter offering in-depth reflections on the relationship between remix studies and the digital humanities. The anthology is organized into sections that explore remix studies and digital humanities in relation to topics such as archives, artificial intelligence, cinema, epistemology, gaming, generative art, hacking, pedagogy, sound, and VR, among other subjects of study. Selected chapters focus on practice-based projects produced by artists, designers, remix studies scholars, and digital humanists. With this mix of practical and theoretical chapters, editors Navas, Gallagher, and burrough offer a tapestry of critical reflection on the contemporary cultural and political implications of remix studies and the digital humanities, functioning as an ideal reference manual to these evolving areas of study across the arts, humanities, and social sciences. This book will be of particular interest to students and scholars of digital humanities, remix studies, media arts, information studies, interactive arts and technology, and digital media studies.

Homebrew Gaming and the Beginnings of Vernacular Digitality

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Author :
Publisher : MIT Press
ISBN 13 : 0262044773
Total Pages : 273 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Homebrew Gaming and the Beginnings of Vernacular Digitality by : Melanie Swalwell

Download or read book Homebrew Gaming and the Beginnings of Vernacular Digitality written by Melanie Swalwell and published by MIT Press. This book was released on 2021-08-17 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: The overlooked history of an early appropriation of digital technology: the creation of games though coding and hardware hacking by microcomputer users. From the late 1970s through the mid-1980s, low-end microcomputers offered many users their first taste of computing. A major use of these inexpensive 8-bit machines--including the TRS System 80s and the Sinclair, Atari, Microbee, and Commodore ranges--was the development of homebrew games. Users with often self-taught programming skills devised the graphics, sound, and coding for their self-created games. In this book, Melanie Swalwell offers a history of this era of homebrew game development, arguing that it constitutes a significant instance of the early appropriation of digital computing technology. Drawing on interviews and extensive archival research on homebrew creators in 1980s Australia and New Zealand, Swalwell explores the creation of games on microcomputers as a particular mode of everyday engagement with new technology. She discusses the public discourses surrounding microcomputers and programming by home coders; user practices; the development of game creators' ideas, with the game Donut Dilemma as a case study; the widely practiced art of hardware hacking; and the influence of 8-bit aesthetics and gameplay on the contemporary game industry. With Homebrew Gaming and the Beginnings of Vernacular Digitality, Swalwell reclaims a lost chapter in video game history, connecting it to the rich cultural and media theory around everyday life and to critical perspectives on user-generated content.

Critical Gaming: Interactive History and Virtual Heritage

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Publisher : Routledge
ISBN 13 : 1317157389
Total Pages : 277 pages
Book Rating : 4.3/5 (171 download)

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Book Synopsis Critical Gaming: Interactive History and Virtual Heritage by : Erik Champion

Download or read book Critical Gaming: Interactive History and Virtual Heritage written by Erik Champion and published by Routledge. This book was released on 2016-03-09 with total page 277 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Introduction to Game Analysis

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Publisher : Routledge
ISBN 13 : 135114006X
Total Pages : 287 pages
Book Rating : 4.3/5 (511 download)

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Book Synopsis Introduction to Game Analysis by : Clara Fernández-Vara

Download or read book Introduction to Game Analysis written by Clara Fernández-Vara and published by Routledge. This book was released on 2019-01-21 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: This accessible textbook gives students the tools they need to analyze games using strategies borrowed from textual analysis. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Clara Fernández-Vara’s concise primer provides readers with instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Portal and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary. In this second edition of the popular textbook, Fernández-Vara brings the book firmly up-to-date, pulling in fresh examples from ground-breaking new works in this dynamic field. Introduction to Game Analysis remains a unique practical tool for students who want to become more fluent writers and critics not only of videogames, but also of digital media overall.

Teaching the Middle Ages through Modern Games

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Author :
Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110712032
Total Pages : 314 pages
Book Rating : 4.1/5 (17 download)

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Book Synopsis Teaching the Middle Ages through Modern Games by : Robert Houghton

Download or read book Teaching the Middle Ages through Modern Games written by Robert Houghton and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-10-24 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

Playful Participatory Practices

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Author :
Publisher : Springer Nature
ISBN 13 : 3658286199
Total Pages : 163 pages
Book Rating : 4.6/5 (582 download)

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Book Synopsis Playful Participatory Practices by : Pablo Abend

Download or read book Playful Participatory Practices written by Pablo Abend and published by Springer Nature. This book was released on 2020-04-28 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: The volume addresses the matter of participatory media practices as playful appropriations within current digital media culture and artistic research. The aim is to explore and trace the shifting boundaries between media production and media use, and to develop concepts and methodologies that work within participatory media cultures. Therefore the articles explore and establish nuanced approaches to the oftentimes playful practices associated with the appropriation of technology.

Every Game Is an Island

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501316613
Total Pages : 209 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Every Game Is an Island by : Riccardo Fassone

Download or read book Every Game Is an Island written by Riccardo Fassone and published by Bloomsbury Publishing USA. This book was released on 2017-02-23 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video game play and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery.

Playing Utopia

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Publisher : transcript Verlag
ISBN 13 : 3839450500
Total Pages : 333 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Playing Utopia by : Benjamin Beil

Download or read book Playing Utopia written by Benjamin Beil and published by transcript Verlag. This book was released on 2019-11-30 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why? This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future.

The Republic of Games

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Publisher : McGill-Queen's Press - MQUP
ISBN 13 : 0773554203
Total Pages : 168 pages
Book Rating : 4.7/5 (735 download)

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Book Synopsis The Republic of Games by : Elyse Graham

Download or read book The Republic of Games written by Elyse Graham and published by McGill-Queen's Press - MQUP. This book was released on 2018-05-15 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many of today’s digital platforms are designed according to the same model: they encourage users to create content for fun (a mode of production that some have termed playbour) and to earn points. On Facebook, for example, points are based on a user’s number of friends and how many likes and shares a comment receives. New cultural and literary formations have arisen out of these feedback and reward systems, with surprising effects on amateur literary production. Drawing on social-text analysis, platform studies, and game studies, Elyse Graham shows that embedding game structures in the operations of digital platforms – a practice known in corporate circles as “gamification” – can have large cumulative effects on textual ecosystems. Making the production of content feel like play helps to drive up the volume of text being written, and as a result, gamification has gained widespread popularity online, especially among social media platforms, fan forums, and other sites of user-generated content. The Republic of Games argues that a consequence of this profound increase in the volume of text being produced is a reliance on self-contained, user-based systems of information management to deal with the mass of new content. Opening up new avenues of analysis in contemporary media studies and the humanities, The Republic of Games sifts through the gamified patterns of writing, interacting, and meaning-making that define the digital revolution.

The Persistence of Code in Game Engine Culture

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Publisher : Routledge
ISBN 13 : 0429784406
Total Pages : 287 pages
Book Rating : 4.4/5 (297 download)

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Book Synopsis The Persistence of Code in Game Engine Culture by : Eric Freedman

Download or read book The Persistence of Code in Game Engine Culture written by Eric Freedman and published by Routledge. This book was released on 2020-04-07 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: With its unique focus on video game engines, the data-driven architectures of game development and play, this innovative textbook examines the impact of software on everyday life and explores the rise of engine-driven culture. Through a series of case studies, Eric Freedman lays out a clear methodology for studying the game development pipeline, and uses the video game engine as a pathway for media scholars and practitioners to navigate the complex terrain of software practice. Examining several distinct software ecosystems that include the proprietary efforts of Amazon, Apple, Capcom, Epic Games and Unity Technologies, and the unique ways that game engines are used in non-game industries, Freedman illustrates why engines matter. The studies bind together designers and players, speak to the labors of the game industry, value the work of both global and regional developers, and establish critical connection points between software and society. Freedman has crafted a much-needed entry point for students new to code, and a research resource for scholars and teachers working in media industries, game development and new media.

Understanding Minecraft

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Publisher : McFarland
ISBN 13 : 0786479744
Total Pages : 232 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Understanding Minecraft by : Nate Garrelts

Download or read book Understanding Minecraft written by Nate Garrelts and published by McFarland. This book was released on 2014-10-09 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since its official release in 2011, Minecraft has sold over 48 million copies across all gaming platforms. The premise of Minecraft is simple: destroy, collect, build and interact in a world made entirely of colored cubes. Unlike Lego blocks or other construction toys, Minecraft's digital play space allows for virtually limitless creation without the cost and limitations of physical building materials. Developer Mojang's generous policies toward modification and other uses of their intellectual property also engender enthusiasm and creativity from fans who make music, art and animation inspired by the software. The first essays in this collection cover Minecraft's origins, describing its relationship to other video games and toys and examining the learning models implicit in its design. Later essays describe and theorize the various ways players interact with the software, which simultaneously presents them with structural constraints and limitless possibilities. NOT OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG.

100 Greatest Video Game Franchises

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Publisher : Rowman & Littlefield
ISBN 13 : 1442278153
Total Pages : 267 pages
Book Rating : 4.4/5 (422 download)

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Book Synopsis 100 Greatest Video Game Franchises by : Robert Mejia

Download or read book 100 Greatest Video Game Franchises written by Robert Mejia and published by Rowman & Littlefield. This book was released on 2017-08-17 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games take players on a trip through ancient battlefields, to mythic worlds, and across galaxies. They provide players with a way to try on new identities and acquire vast superpowers. Video games also give people the chance to hit reset – to play again and again until they achieve a desired outcome. Their popularity has enabled them to grow far beyond their humble origins and to permeate other forms of popular culture, from comic books and graphic novels to films and television programs. Video games are universal. In 100 Greatest Video Game Franchises, editors Robert Mejia, Jaime Banks, and Aubrie Adams have assembled essays that identify, assess, and reveal the most important video games of all-time. Each entry makes a case for the game’s cultural significance and why it deserves to be on the list, from its influence on other games to its impact on an international scale. In addition to providing information about the game developer and when the franchise was established, these entries explore the connections between the different video games, examining them across genre, theme, and content. This accessible collection of essays gives readers an opportunity to gauge their favorite video game franchises against the best of all time and argue how they each fit among the 100 greatest ever created. Whether casually looking up information on these games or eager to learn how franchises evolved over the years, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Franchises will appeal to fans and scholars alike.

The Phenomenology of Real and Virtual Places

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Publisher : Routledge
ISBN 13 : 1351603612
Total Pages : 404 pages
Book Rating : 4.3/5 (516 download)

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Book Synopsis The Phenomenology of Real and Virtual Places by : Erik Malcolm Champion

Download or read book The Phenomenology of Real and Virtual Places written by Erik Malcolm Champion and published by Routledge. This book was released on 2018-10-26 with total page 404 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection of essays explores the history, implications, and usefulness of phenomenology for the study of real and virtual places. While the influence of phenomenology on architecture and urban design has been widely acknowledged, its effect on the design of virtual places and environments has yet to be exposed to critical reflection. These essays from philosophers, cultural geographers, designers, architects, and archaeologists advance the connection between phenomenology and the study of place. The book features historical interpretations on this topic, as well as context-specific and place-centric applications that will appeal to a wide range of scholars across disciplinary boundaries. The ultimate aim of this book is to provide more helpful and precise definitions of phenomenology that shed light on its growth as a philosophical framework and on its development in other disciplines concerned with the experience of place.

Screen Tourism and Affective Landscapes

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Author :
Publisher : Taylor & Francis
ISBN 13 : 100082635X
Total Pages : 282 pages
Book Rating : 4.0/5 (8 download)

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Book Synopsis Screen Tourism and Affective Landscapes by : Erik Champion

Download or read book Screen Tourism and Affective Landscapes written by Erik Champion and published by Taylor & Francis. This book was released on 2022-12-30 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores ways in which screen-based storyworlds transfix, transform, and transport us imaginatively, physically, and virtually to the places they depict or film. Topics include fantasy quests in computer games, celebrity walking tours, dark tourism sites, Hobbiton as theme park, surf movies, and social gangs of Disneyland. How physical, virtual, and imagined locations create a sense of place through their immediate experience or visitation is undergoing a revolution in technology, travel modes, and tourism behaviour. This edited collection explores the rapidly evolving field of screen tourism and the affective impact of landscape, with provocative questions and investigations of social groups, fan culture, new technology, and the wider changing trends in screen tourism. We provide critical examples of affective landscapes across a wide range of mediums (from the big screen to the small screen) and locations. This book will appeal to students and scholars in film and tourism, as well as geography, design, media and communication studies, game studies, and digital humanities.

The Routledge Encyclopedia of Citizen Media

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Publisher : Routledge
ISBN 13 : 1317215060
Total Pages : 931 pages
Book Rating : 4.3/5 (172 download)

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Book Synopsis The Routledge Encyclopedia of Citizen Media by : Mona Baker

Download or read book The Routledge Encyclopedia of Citizen Media written by Mona Baker and published by Routledge. This book was released on 2020-10-21 with total page 931 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first authoritative reference work to map the multifaceted and vibrant site of citizen media research and practice, incorporating insights from across a wide range of scholarly areas. Citizen media is a fast-evolving terrain that cuts across a variety of disciplines. It explores the physical artefacts, digital content, performative interventions, practices and discursive expressions of affective sociality that ordinary citizens produce as they participate in public life to effect aesthetic or socio-political change. The seventy-seven entries featured in this pioneering resource provide a rigorous overview of extant scholarship, deliver a robust critique of key research themes and anticipate new directions for research on a variety of topics. Cross-references and recommended reading suggestions are included at the end of each entry to allow scholars from different disciplinary backgrounds to identify relevant connections across diverse areas of citizen media scholarship and explore further avenues of research. Featuring contributions by leading scholars and supported by an international panel of consultant editors, the Encyclopedia is essential reading for undergraduate and postgraduate students as well as researchers in media studies, social movement studies, performance studies, political science and a variety of other disciplines across the humanities and social sciences. It will also be of interest to non-academics involved in activist movements and those working to effect change in various areas of social life.

Communicating the Past in the Digital Age

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Author :
Publisher : Ubiquity Press
ISBN 13 : 1911529862
Total Pages : 223 pages
Book Rating : 4.9/5 (115 download)

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Book Synopsis Communicating the Past in the Digital Age by : Sebastian Hageneuer

Download or read book Communicating the Past in the Digital Age written by Sebastian Hageneuer and published by Ubiquity Press. This book was released on 2020-02-06 with total page 223 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. The communication of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit from them in creative ways of teaching and learning. The same holds true for visitors to a museum. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018 addressing exactly this topic. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. Thirteen chapters cover different approaches to teaching and learning archaeology in universities and museums and offer insights into modern-day ways to communicate the past in a digital age.