Gamer Nation

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Author :
Publisher : JHU Press
ISBN 13 : 1421428695
Total Pages : 297 pages
Book Rating : 4.4/5 (214 download)

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Book Synopsis Gamer Nation by : John Wills

Download or read book Gamer Nation written by John Wills and published by JHU Press. This book was released on 2019-05-21 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explores how games actively influence the ways people interpret and relate to American life. In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units. In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans' mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges. Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself.

Gamer Nation

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Author :
Publisher : Rowman & Littlefield
ISBN 13 : 1633883809
Total Pages : 303 pages
Book Rating : 4.6/5 (338 download)

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Book Synopsis Gamer Nation by : Eric Geissinger

Download or read book Gamer Nation written by Eric Geissinger and published by Rowman & Littlefield. This book was released on 2018-07-31 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: A tech-industry insider takes a critical look at the effect games are having on our short- and long-term happiness and assesses the cultural prospects of a society increasingly obsessed with gaming.The American "game economy" has become an enormous enterprise, devouring roughly one-ninth of America's entire economic output. This overview of arguably the most influential segment of the entertainment industry examines the perspectives of gaming enthusiasts, addicts, designers, arcade owners, psychologists, philosophers, and more. Weighing the positive and negative aspects of games, the author considers their effect not only upon the players but upon culture and society. What trade-offs are being made when people play games for twenty-plus hours a week?The author puts particular emphasis on Candy Crush, whose enormous popularity has left all other games far behind. Since 2013 it has been installed over a billion times and its simplicity has disrupted previous game-design assumptions, proving new games don't have to be sophisticated and graphically immersive.He also offers insights from interviews with experts on the mechanics of manipulation. Sophisticated psychological tools are used to design games that are compelling, irresistible, and possibly addicting. In a few case, obsessive game-playing has been the cause of death.Whether you enjoy games as a harmless pastime or are suspicious of their effects on the quality of your family's life, you'll want to read this wide-ranching exploration of the growing game phenomenon.

Gamer Nation

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Author :
Publisher : Johns Hopkins University Press
ISBN 13 : 1421428709
Total Pages : 297 pages
Book Rating : 4.4/5 (214 download)

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Book Synopsis Gamer Nation by : John Wills

Download or read book Gamer Nation written by John Wills and published by Johns Hopkins University Press. This book was released on 2019-05-21 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explores how games actively influence the ways people interpret and relate to American life. In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units. In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans' mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges. Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself.

Gamer Army

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Author :
Publisher : Scholastic Inc.
ISBN 13 : 1338045318
Total Pages : 267 pages
Book Rating : 4.3/5 (38 download)

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Book Synopsis Gamer Army by : Trent Reedy

Download or read book Gamer Army written by Trent Reedy and published by Scholastic Inc.. This book was released on 2018-11-27 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this timely and thrilling novel, Ender's Game meets Ready Player One and several terabytes of fast-paced video game action as five gamers are recruited into a tech giant's secret program. After Rogan Webber levels up yet again on his favorite video game, Laser Viper, the world-famous creator of the game invites him to join the five best players in the country for an exclusive tournament. The gamers are flown to the tech mogul's headquarters, where they stay in luxury dorms and test out cutting edge virtual-reality gaming equipment, doing digital battle as powerful fighting robots. It's the ultimate gaming experience.But as the contest continues, the missions become harder, losing gamers are eliminated, and the remaining contestants face the growing suspicion that the game may not be what it seems. Why do the soldiers and robots they fight in Laser Viper act so weird? What's behind the strange game glitches? And why does the game feel so... real?Rogan and his gamer rivals must come together, summoning the collective power of their Gamer Army to discover the truth and make things right... in a dangerous world where video games have invaded reality.

The King of Pain

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Author :
Publisher : Sukuma Books
ISBN 13 : 0985626518
Total Pages : 260 pages
Book Rating : 4.9/5 (856 download)

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Book Synopsis The King of Pain by : Seth Kaufman

Download or read book The King of Pain written by Seth Kaufman and published by Sukuma Books. This book was released on 2015-04-30 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: "One of 2012's most enjoyable novels." --Neil Genzlinger, The New York Times "This is a dark, sharp, very funny novel about imprisonment, torture and the dangerous pleasures of stories." --Zoe Heller, Notes on a Scandal A riotously funny portrait of an out-of-control entertainment mogul and a dazzlingly original look at incarceration, The King of Pain is part Jennifer Egan, part Italo Calvino, part "Entourage," and 100% marvelous. Rick Salter is a man everybody loves to hate. But that’s fine; in fact, it’s become a way of life for Rick ever since the launch of his outrageous – and outrageously successful – reality TV show about torture, The King of Pain. So when one Saturday morning Rick comes to on his living room floor, he’s not really bothered that cultural critics have put him on top of the list of “people who will hasten the demise of civilization” – no, his real problem is that he appears to be trapped under his gigantic home entertainment system. Which is no longer attached to the wall, but to him. With no phone or BlackBerry within reach, and with his housekeeper Marta off for the weekend, Rick has 48 long hours ahead of him before he can hope for rescue. 48 hours of pain and bad memories. Thank god there’s a book lying around to pass the time. It’s called A History of Prisons and the stories in the book seem to be strangely relevant to Rick’s own predicament. "Required reading" --N.Y. Daily News

Gamer Citizens

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1040038956
Total Pages : 134 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Gamer Citizens by : Ilya Brookwell

Download or read book Gamer Citizens written by Ilya Brookwell and published by Taylor & Francis. This book was released on 2024-06-25 with total page 134 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the politics of being a gamer in the digital age with an in-depth study of the communities of gamers who populate live-video streaming sites. This text offers an innovative theoretical and methodological study of gamers in their community. It explores gamers as citizens and asks how gamers are political in view of their activities on stream. Ilya Brookwell examines how gamers live out their daily lives on live-video streams and how they use their associated new platforms and tools, including live-video streams such as Twitch.tv and online web fora, to engage with “live-video politics”. It explores the relationship between gamers, gaming, and streaming, highlighting how gamers develop a notion of self that is fundamentally located in community. Gamers consequently create, inhabit, as well as inherit a political world. With streaming communities offering unique insights into what it means to live in a digital age, the book explores how gamers find hopeful openings, as well as limits, through streaming. The book highlights how gamers can take an active role in politics and democracy in a digital age. Interesting reading for undergraduate students, postgraduate researchers, and academics of media, cultural and communication studies, video game studies, and digital media studies.

Gaming Cultures and Place in Asia-Pacific

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Author :
Publisher : Routledge
ISBN 13 : 1135843163
Total Pages : 328 pages
Book Rating : 4.1/5 (358 download)

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Book Synopsis Gaming Cultures and Place in Asia-Pacific by : Larissa Hjorth

Download or read book Gaming Cultures and Place in Asia-Pacific written by Larissa Hjorth and published by Routledge. This book was released on 2009-06-24 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.

Red Dead Redemption

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Author :
Publisher : University of Oklahoma Press
ISBN 13 : 0806192593
Total Pages : 240 pages
Book Rating : 4.8/5 (61 download)

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Book Synopsis Red Dead Redemption by : John Wills

Download or read book Red Dead Redemption written by John Wills and published by University of Oklahoma Press. This book was released on 2023-03-30 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: While the Western was dying a slow death across the cultural landscape, it was blazing back to life as a video game in the early twenty-first century. Rockstar Games’ Red Dead franchise, beginning with Red Dead Revolver in 2004, has grown into one of the most critically acclaimed video game franchises of the twenty-first century. Red Dead Redemption: History, Myth, and Violence in the Video Game West offers a critical, interdisciplinary look at this cultural phenomenon at the intersection of game studies and American history. Drawing on game studies, western history, American studies, and cultural studies, the authors train a wide-ranging, deeply informed analytic perspective on the Red Dead franchise—from its earliest incarnation to the latest, Red Dead Redemption 2 (2018). Their intersecting chapters put the series in the context of American history, culture, and contemporary media, with inquiries into issues of authenticity, realism, the meaning of play and commercial promotion, and the relationship between the game and the wider cultural iterations of the classic Western. The contributors also delve into the role the series’ development has played in recent debates around working conditions in the gaming industry and gaming culture. In its redeployment and reinvention of the Western’s myth and memes, the Red Dead franchise speaks to broader aspects of American culture—the hold of the frontier myth and the “Wild West” over the popular imagination, the role of gun culture in society, depictions of gender and ethnicity in mass media, and the increasing allure of digital escapism—all of which come in for scrutiny here, making this volume a vital, sweeping, and deeply revealing cultural intervention.

Playing American

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Author :
Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3111317986
Total Pages : 247 pages
Book Rating : 4.1/5 (113 download)

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Book Synopsis Playing American by : Sören Schoppmeier

Download or read book Playing American written by Sören Schoppmeier and published by Walter de Gruyter GmbH & Co KG. This book was released on 2023-06-10 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Video Games and Spatiality in American Studies

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Author :
Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110675188
Total Pages : 301 pages
Book Rating : 4.1/5 (16 download)

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Book Synopsis Video Games and Spatiality in American Studies by : Dietmar Meinel

Download or read book Video Games and Spatiality in American Studies written by Dietmar Meinel and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-02-21 with total page 301 pages. Available in PDF, EPUB and Kindle. Book excerpt: While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.

Playing at War

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Publisher : LSU Press
ISBN 13 : 0807183458
Total Pages : 356 pages
Book Rating : 4.8/5 (71 download)

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Book Synopsis Playing at War by : Patrick A. Lewis

Download or read book Playing at War written by Patrick A. Lewis and published by LSU Press. This book was released on 2024-09-19 with total page 356 pages. Available in PDF, EPUB and Kindle. Book excerpt: Playing at War offers an innovative focus on Civil War video games as significant sites of memory creation, distortion, and evolution in popular culture. With fifteen essays by historians, the collection analyzes the emergence and popularity of video games that topically engage the period surrounding the American Civil War, from the earliest console games developed in the 1980s through the web-based games of the twenty-first century, including popular titles such as Red Dead Redemption 2 and War of Rights. Alongside discussions of technological capabilities and advances, as well as their impact on gameplay and content, the essays consider how these games engage with historical scholarship on the Civil War era, the degree to which video games reflect and contribute to popular understandings of the period, and how those dynamics reveal shifting conceptions of martial identity and historical memory within U.S. popular culture. Video games offer productive sites for extending the analysis of Civil War memory into the post–Confederates in the Attic era, including the political and cultural moments of Obama and Trump, where overt expressions of Lost Cause memory were challenged and removed from schools and public spaces, then embraced by new manifestations of white supremacist organizations. Edited by Patrick A. Lewis and James Hill Welborn III, Playing at War traces the drift of Civil War memory into digital spaces and gaming cultures, encouraging historians to engage more extensively with video games as important cultural media for examining how contemporary Americans interact with the nation’s past.

American War Stories

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Author :
Publisher : Rutgers University Press
ISBN 13 : 1978807600
Total Pages : 121 pages
Book Rating : 4.9/5 (788 download)

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Book Synopsis American War Stories by : Brenda M. Boyle

Download or read book American War Stories written by Brenda M. Boyle and published by Rutgers University Press. This book was released on 2020-11-13 with total page 121 pages. Available in PDF, EPUB and Kindle. Book excerpt: American War Stories asks readers to contemplate what traditionally constitutes a “war story” and how that constitution obscures the normalization of militarism in American culture. The book claims the traditionally narrow scope of “war story,” as by a combatant about his wartime experience, compartmentalizes war, casting armed violence as distinct from everyday American life. Broadening “war story” beyond the specific genres of war narratives such as “war films,” “war fiction,” or “war memoirs,” American War Stories exposes how ingrained militarism is in everyday American life, a condition that challenges the very democratic principles the United States is touted as exemplifying.

A History of Sports Video Games

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1040267165
Total Pages : 262 pages
Book Rating : 4.0/5 (42 download)

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Book Synopsis A History of Sports Video Games by : Lu Zhouxiang

Download or read book A History of Sports Video Games written by Lu Zhouxiang and published by Taylor & Francis. This book was released on 2024-12-09 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the history of sports and sports-themed video games, providing a comprehensive and holistic view of this complex and diverse genre. The author highlights the influence of technological advancement, industry competition and popular culture on game design, marketing strategies and user experience. Offering valuable insights into the historical process of interaction and integration between real-world sport and video games, this volume will enrich existing scholarship on video games. This volume is a valuable contribution to the fields of both game studies and sports studies, and will be perfect for those interested in the history of science and technology as well as social and cultural history.

Law, Video Games, Virtual Realities

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Publisher : Taylor & Francis
ISBN 13 : 1000987833
Total Pages : 290 pages
Book Rating : 4.0/5 (9 download)

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Book Synopsis Law, Video Games, Virtual Realities by : Dale Mitchell

Download or read book Law, Video Games, Virtual Realities written by Dale Mitchell and published by Taylor & Francis. This book was released on 2023-10-20 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited volume explores the intersection between the coded realm of the video game and the equally codified space of law through an insightful collection of critical readings. Law is the ultimate multiplayer role-playing game. Involving a process of world-creation, law presents and codifies the parameters of licit and permitted behaviour, requiring individuals to engage their roles as a legal subject – the player-avatar of law – in order to be recognised, perform legal actions, activate rights or fulfil legal duties. Although traditional forms of law (copyright, property, privacy, freedom of expression) externally regulate the permissible content, form, dissemination, rights and behaviours of game designers, publishers, and players, this collection examines how players simulate, relate, and engage with environments and experiences shaped by legality in the realm of video game space. Featuring critical readings of video games as a means of understanding law and justice, this book contributes to the developing field of cultural legal studies, but will also be of interest to other legal theorists, socio-legal scholars, and games theorists.

Palgrave Handbook of Critical Posthumanism

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Publisher : Springer Nature
ISBN 13 : 3031049586
Total Pages : 1233 pages
Book Rating : 4.0/5 (31 download)

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Book Synopsis Palgrave Handbook of Critical Posthumanism by : Stefan Herbrechter

Download or read book Palgrave Handbook of Critical Posthumanism written by Stefan Herbrechter and published by Springer Nature. This book was released on 2022-11-28 with total page 1233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Palgrave Handbook of Critical Posthumanism is a major reference work on the paradigm emerging from the challenges to humanism, humanity, and the human posed by the erosion of the traditional demarcations between the human and nonhuman. This handbook surveys and speculates on the ways in which the posthumanist paradigm emerged, transformed, and might further develop across the humanities. With its focus on the posthuman as a figure, on posthumanism as a social discourse, and on posthumanisation as an on-going historical and ontological process, the volume highlights the relationship between the humanities and sciences. The essays engage with posthumanism in connection with subfields like the environmental humanities, health humanities, animal studies, and disability studies. The book also traces the historical representations and understanding of posthumanism across time. Additionally, the contributions address genre and forms such as autobiography, games, art, film, museums, and topics such as climate change, speciesism, anthropocentrism, and biopolitics to name a few. This handbook considers posthumanism’s impact across disciplines and areas of study.

Examining Paratextual Theory and its Applications in Digital Culture

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Author :
Publisher : IGI Global
ISBN 13 : 1466660031
Total Pages : 430 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Examining Paratextual Theory and its Applications in Digital Culture by : Desrochers, Nadine

Download or read book Examining Paratextual Theory and its Applications in Digital Culture written by Desrochers, Nadine and published by IGI Global. This book was released on 2014-04-30 with total page 430 pages. Available in PDF, EPUB and Kindle. Book excerpt: The paratext framework is now used in a variety of fields to assess, measure, analyze, and comprehend the elements that provide thresholds, allowing scholars to better understand digital objects. Researchers from many disciplines revisit paratextual theories in order to grasp what surrounds text in the digital age. Examining Paratextual Theory and its Applications in Digital Culture suggests a theoretical and practical tool for building bridges between disciplines interested in conducting joint research and exploration of digital culture. Helping scholars from different fields find an interdisciplinary framework and common language to study digital objects, this book serves as a useful reference for academics, librarians, professionals, researchers, and students, offering a collaborative outlook and perspective.

Critical Pedagogy, Race, and Media

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Author :
Publisher : Routledge
ISBN 13 : 1000509206
Total Pages : 307 pages
Book Rating : 4.0/5 (5 download)

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Book Synopsis Critical Pedagogy, Race, and Media by : Susan Flynn

Download or read book Critical Pedagogy, Race, and Media written by Susan Flynn and published by Routledge. This book was released on 2021-12-30 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: Critical Pedagogy, Race, and Media investigates how popular media offers the potential to radicalise what and how we teach for inclusivity. Bringing together established scholars in the areas of race and pedagogy, this collection offers a unique approach to critical pedagogy by analysing current and historical iterations of race onscreen. The book forms theoretical and methodological bridges between the disciplinary fields of pedagogy, equality studies, and screen studies to explore how we might engage in and critique screen culture for teaching about race. It employs Critical Race Theory and paradigmatic frameworks to address some of the social crises in Higher Education classrooms, forging new understandings of how notions of race are buttressed by popular media. The chapters draw on popular media as a tool to explore the social, economic, and cultural dimensions of racial injustice and are grouped by Black studies, migration studies, Indigenous studies, Latinx studies, and Asian studies. Each chapter addresses diversity and the necessity for teaching to include visual media which is reflective of a myriad of students’ experiences. Offering opportunities for using popular media to teach for inclusion in Higher Education, this critical and timely book will be highly relevant for academics, scholars, and students across interdisciplinary fields such as pedagogy, human geography, sociology, cultural studies, media studies, and equality studies.