Handmade Pixels

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Author :
Publisher : MIT Press
ISBN 13 : 0262042797
Total Pages : 328 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Handmade Pixels by : Jesper Juul

Download or read book Handmade Pixels written by Jesper Juul and published by MIT Press. This book was released on 2019-10-08 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium. Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium. Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence. Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn't a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.

Delicious Pixels

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Author :
Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110716607
Total Pages : 196 pages
Book Rating : 4.1/5 (17 download)

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Book Synopsis Delicious Pixels by : Agata Waszkiewicz

Download or read book Delicious Pixels written by Agata Waszkiewicz and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-06-06 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: Delicious Pixels: Food in Video Games introduces critical food studies to game scholarship, showing the unique ways in which food is utilized in both video game gameplay and narrative to show that food is never just food but rather a complex means of communication and meaning-making. It aims at bringing the academic attention to digital food and to show how significant it became in the recent decades as, on the one hand, a world-building device, and, on the other, a crucial link between the in-game and out-of-game identities and experiences. This is done by examining specifically the examples of games in which food serves as the means of creating an intimate, cozy, and safe world and a close relationship between the players and the characters.

Flickering Pixels

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Author :
Publisher : Harper Collins
ISBN 13 : 0310293219
Total Pages : 210 pages
Book Rating : 4.3/5 (12 download)

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Book Synopsis Flickering Pixels by : Shane Hipps

Download or read book Flickering Pixels written by Shane Hipps and published by Harper Collins. This book was released on 2009 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The methods change, but the message stays the same." This saying is the guiding light for faithful Christians in a changing world. But author Shane Hipps reveals the error in this thinking. Instead he demonstrates how changing the methods always changes the message. He shows us the hidden power of technology to shape our faith in unexpected ways.

The Far Shore

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Publisher : Coach House Books
ISBN 13 : 1770566686
Total Pages : 198 pages
Book Rating : 4.7/5 (75 download)

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Book Synopsis The Far Shore by : Adam Hammond

Download or read book The Far Shore written by Adam Hammond and published by Coach House Books. This book was released on 2021-11-30 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: The genius and artistry behind Superbrothers and the making of an indie video game, from inception to its highly anticipated launch. Superbrothers: Sword & Sworcery was released in 2011 at the forefront of an exciting era of “indie games” – with the aesthetic of punk rock and the edge of modernist fiction, indie games pushed gaming into the realm of the avant-garde. Superbrothers (Craig D. Adams) was hailed as a visionary in the video game world. Now, his long-awaited follow-up, JETT: The Far Shore, has been released for Sony PlayStation and Epic Games Store. In the decade from inception to launch, Adams brought author Adam Hammond along for the ride, allowing unprecedented insight into the complicated genesis of Jett. The Far Shore offers a portrait of the enigmatic Adams and his team, the genius and artistry, the successes and setbacks, that went into building the world of JETT, in which you’re tasked with scouting a new home for a humanoid people after they’ve decimated their planet. To provide context, Hammond recounts the history of indie games and how their trajectory has followed that of independent art and literature. A riveting insider’s look at one of our most popular art forms.

Authenticity in the Music of Video Games

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Author :
Publisher : Rowman & Littlefield
ISBN 13 : 1793627134
Total Pages : 211 pages
Book Rating : 4.7/5 (936 download)

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Book Synopsis Authenticity in the Music of Video Games by : Stephanie Lind

Download or read book Authenticity in the Music of Video Games written by Stephanie Lind and published by Rowman & Littlefield. This book was released on 2022-11-01 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: From historical games to hyperrealism to retro gaming, Authenticity in the Music of Video Games explores, the shifting understanding of authenticity among players. What do gamers believe authenticity to be? How are their expectations structured by the soundtrack? And how do their actions impact the overall interaction of sound with narrative? Ranging from harmonic analysis to more multimedia approaches, the book links musical analysis to the practical experience of gamers.

Optimizing Play

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Publisher : MIT Press
ISBN 13 : 0262547783
Total Pages : 201 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Optimizing Play by : Christopher A. Paul

Download or read book Optimizing Play written by Christopher A. Paul and published by MIT Press. This book was released on 2024-05-14 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: An unexpected take on how games work, what the stakes are for them, and how game designers can avoid the traps of optimization. The process of optimization in games seems like a good thing—who wouldn’t want to find the most efficient way to play and win? As Christopher Paul argues in Optimizing Play, however, optimization can sometimes risk a tragedy of the commons, where actions that are good for individuals jeopardize the overall state of the game for everyone else. As he explains, players inadvertently limit play as they theorycraft, seeking optimal choices. The process of developing a meta, or the most effective tactic available, structures decision making, causing play to stagnate. A “stale” meta then creates a perception that a game is solved and may lead players to turn away from the game. Drawing on insights from game studies, rhetoric, the history of science, ecology, and game theory literature, Paul explores the problem of optimization in a range of video games, including Overwatch, FIFA/EA Sports FC, NBA 2K, Clash Royale, World of Warcraft, and League of Legends. He also pulls extensively from data analytics in sports, where the problem has progressed further and is even more intractable than it is in video games, given the money sports teams invest to find an edge. Finally, Paul offers concrete and specific suggestions for how games can be developed to avoid the trap set by optimization run amok.

Game Jams – History, Technology, and Organisation

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Author :
Publisher : Springer Nature
ISBN 13 : 3031151879
Total Pages : 136 pages
Book Rating : 4.0/5 (311 download)

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Book Synopsis Game Jams – History, Technology, and Organisation by : Allan Fowler

Download or read book Game Jams – History, Technology, and Organisation written by Allan Fowler and published by Springer Nature. This book was released on 2022-12-07 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book will provide a comprehensive guide to creating and managing a game jam. The book will also provide an overview of how and where game jams have been held, the type of game jams, the tools and technologies used in organising and participating in game jams.

Half-Real

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Publisher : MIT Press
ISBN 13 : 0262284138
Total Pages : 245 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Half-Real by : Jesper Juul

Download or read book Half-Real written by Jesper Juul and published by MIT Press. This book was released on 2011-08-19 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul’s lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.

The Pixels of Paul Cézanne

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Author :
Publisher : Faber & Faber
ISBN 13 : 0571336477
Total Pages : 199 pages
Book Rating : 4.5/5 (713 download)

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Book Synopsis The Pixels of Paul Cézanne by : Wim Wenders

Download or read book The Pixels of Paul Cézanne written by Wim Wenders and published by Faber & Faber. This book was released on 2018-01-30 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Pixels of Paul Cezanne is a collection of essays by Wim Wenders in which he presents his observations and reflections on the fellow artists who have influenced, shaped, and inspired him."How are they doing it?" is the key question that Wenders asks as he looks at the dance work of Pina Bausch, the paintings of Cezanne, Edward Hopper, and Andrew Wyeth, as well as the films of Ingmar Bergman, Michelanelo Antonioni, Ozu, Anthony Mann, Douglas Sirk, and Sam Fuller.He finds the answer by trying to understand their individual perspectives, and, in the process revealing his own art of perception in texts of rare poignancy.

From Pen to Pixel

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Author :
Publisher : L'ERMA di BRETSCHNEIDER
ISBN 13 : 8891319481
Total Pages : 358 pages
Book Rating : 4.8/5 (913 download)

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Book Synopsis From Pen to Pixel by : Patrizia Fortini

Download or read book From Pen to Pixel written by Patrizia Fortini and published by L'ERMA di BRETSCHNEIDER. This book was released on 2021-01-31 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt: Efforts to build, rebuild and maintain the Forum Romanum, Rome's historic urban epicenter, are likely as old as the place it self - some 2800 years. As a result the historic significance and archaeological richness of the Forum cannot be overestimated. Despite its many changes the Forum Romanum's survival today represents an outstanding example of cultural heritage continuity. Its highest possible protection status among monuments conservation agencies in Italy and its early listing on UNESCO's World Heritage List in 1980 are testaments to this. Due to its remarkable physical survival, the Forum Romanum has been the object of extensive research, documentation, restoration and preservation efforts over the past two centuries especially. The sophistication of these measures evolved to include a wide range of expertise. Lay interest among antiquarians and architects in Rome's past from the Renaissance through the eighteenth century was supplanted by the emerging new disciplines of archaeology, architectural restoration and museology. From the late nineteenth century corresponding advancements in archaeological method and conservation theory and science were increasingly applied. From this time on as well, expectations for preserving and presenting the Forum Romanum were high, the famous site being a matter of intense Roman pride, political interest, and serving as a must see' destination for visitors to Rome. Leading historians, archaeologists and conservators have been central to the story of the Forum's survival and interpretation. While numerous noted antiquarians and historians preceded him the architect and archaeologist Giocomo Boni (1859-1925) was unusual, even prescient, in his approach and treatment of the place during his tenure as director of excavations of the Forum Romanum from 1898 until 1925. His combined talents as an architect, archaeologist and conservator set a standard at the time for careful research, thorough documentation, and responsible conservation measures. The sponsors of the DHARMA conference have wisely chosen to focus on archaeological research and conservation in the Forum during Giacomo Boni's tenure since his work reflects early best practices' in researching, preserving and interpreting such places. To frame the discussion some precedents and influences of the work of Giacomo Boni are offered.

One Up

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Publisher : Columbia University Press
ISBN 13 : 0231552211
Total Pages : 317 pages
Book Rating : 4.2/5 (315 download)

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Book Synopsis One Up by : Joost van Dreunen

Download or read book One Up written by Joost van Dreunen and published by Columbia University Press. This book was released on 2020-10-06 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.

Playful Materialities

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Publisher : transcript Verlag
ISBN 13 : 3839462002
Total Pages : 405 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Playful Materialities by : Benjamin Beil

Download or read book Playful Materialities written by Benjamin Beil and published by transcript Verlag. This book was released on 2022-08-31 with total page 405 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.

Videogames and Agency

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000829871
Total Pages : 173 pages
Book Rating : 4.0/5 (8 download)

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Book Synopsis Videogames and Agency by : Bettina Bódi

Download or read book Videogames and Agency written by Bettina Bódi and published by Taylor & Francis. This book was released on 2022-12-30 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.

The Hipster Economy

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Author :
Publisher : UCL Press
ISBN 13 : 1800086067
Total Pages : 143 pages
Book Rating : 4.8/5 ( download)

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Book Synopsis The Hipster Economy by : Alessandro Gerosa

Download or read book The Hipster Economy written by Alessandro Gerosa and published by UCL Press. This book was released on 2024-01-23 with total page 143 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today, being authentic has become an aspiration and an imperative. The notion of authenticity shapes the consumption habits of individuals in the most diverse contexts such as food and drinks, clothing, music, tourism and the digital sphere, even leading to the resurgence of apparently obsolescent modes of production such as craft. It also significantly transforms urban areas, their local economies and development. The Hipster Economy analyses this complex set of related phenomena to argue that the quest for authenticity has been a driver of Western societies from the emersion of capitalism and industrial society to today. From this premise, the book advances multiple original contributions. First, it explains why and how authenticity has become a fundamental value orienting consumers' taste in late modern capitalism; second, it proposes a novel conceptualisation of the aesthetic regime of consumption; third, the book constitutes the first detailed analysis of the resurgence of the neo-craft industries, their entrepreneurs, and the economic imaginary of consumption underpinning them, and fourth, it analyses how the hipster economy is impacting the urban space, favouring new logic of urban development with contrasting outcomes. Praise for The Hipster Economy ‘The term “hipster” usually evokes frivolity, while the concept of “authenticity” has been studied so extensively it’s getting hard to find a novel use for it. In this lovely new book, Gerosa has given hipsterism the serious analysis it deserves. Through clear, unforced writing, he convincingly reveals the importance of a distinct form of hipster aesthetics, one based on authentic experience, for today’s consumption-based economy. Gerosa has successfully enlivened the conversations around authenticity and started new ones around late capitalism’s regimes of accumulation. This book is a fine achievement.’ Richard E. Ocejo, CUNY Graduate Center and John Jay College ‘The Hipster Economy is a very welcome addition to sociological discussions of authenticity and consumer culture. Ethnographic vignettes of “crafty capitalism” and passionate “taste dealers” enliven a theoretically rich argument that hipsterism should be treated not as a subculture, but as an aesthetic regime typifying contemporary life. Using the “hipster” as a lens, Gerosa provides a masterful tour of post-Fordist changes to modes of capitalism, patterns of urban development, and the material practices and subjective experiences of work, while charting the long-term development and contemporary expression of authenticity as a master narrative in consumer culture.’ Jennifer Smith Maguire, Sheffield Hallam University

Encyclopedia of Video Games [3 volumes]

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Author :
Publisher : Bloomsbury Publishing USA
ISBN 13 : 1440870209
Total Pages : 1365 pages
Book Rating : 4.4/5 (48 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 1365 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.

On Soulsring Worlds

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1040018165
Total Pages : 102 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis On Soulsring Worlds by : Marco Caracciolo

Download or read book On Soulsring Worlds written by Marco Caracciolo and published by Taylor & Francis. This book was released on 2024-02-26 with total page 102 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first book-length study devoted to FromSoftware games, On Soulsring Worlds explores how the Dark Souls series and Elden Ring are able to reconcile extreme difficulty in both gameplay and narrative with broad appeal. Arguing that the games are strategically positioned in relation to contemporary audiences and designed to tap into the new forms of interpretation afforded by digital media, the author situates the games vis-à-vis a number of current debates, including the posthuman and the ethics of gameplay. The book delivers an object lesson on the value of narrative (and) complexity in digital play and in the interpretive practices it gives rise to. Cross-fertilizing narrative theory, game studies, and nonhuman-oriented philosophy, this book will appeal to students and scholars of game studies, media studies, narratology, and video game ethnography.

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.