How to Talk about Videogames

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Publisher : U of Minnesota Press
ISBN 13 : 1452949875
Total Pages : 200 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis How to Talk about Videogames by : Ian Bogost

Download or read book How to Talk about Videogames written by Ian Bogost and published by U of Minnesota Press. This book was released on 2015-11-15 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date. Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t. Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”

Power Play

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Publisher : Macmillan + ORM
ISBN 13 : 1250089344
Total Pages : 237 pages
Book Rating : 4.2/5 (5 download)

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Book Synopsis Power Play by : Asi Burak

Download or read book Power Play written by Asi Burak and published by Macmillan + ORM. This book was released on 2017-01-31 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: “An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

The Psychology of Video Games

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Publisher : Routledge
ISBN 13 : 1000194760
Total Pages : 110 pages
Book Rating : 4.0/5 (1 download)

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Book Synopsis The Psychology of Video Games by : Celia Hodent

Download or read book The Psychology of Video Games written by Celia Hodent and published by Routledge. This book was released on 2020-10-07 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt: What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

The PlayStation Dreamworld

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Publisher : John Wiley & Sons
ISBN 13 : 1509518061
Total Pages : 140 pages
Book Rating : 4.5/5 (95 download)

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Book Synopsis The PlayStation Dreamworld by : Alfie Bown

Download or read book The PlayStation Dreamworld written by Alfie Bown and published by John Wiley & Sons. This book was released on 2017-10-16 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt: From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.

How to Play Video Games

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Author :
Publisher : NYU Press
ISBN 13 : 1479827983
Total Pages : 376 pages
Book Rating : 4.4/5 (798 download)

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Book Synopsis How to Play Video Games by : Matthew Thomas Payne

Download or read book How to Play Video Games written by Matthew Thomas Payne and published by NYU Press. This book was released on 2019-03-26 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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Author :
Publisher : Macmillan
ISBN 13 : 1466886420
Total Pages : 233 pages
Book Rating : 4.4/5 (668 download)

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Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Introduction to Game Analysis

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Author :
Publisher : Routledge
ISBN 13 : 1134474202
Total Pages : 243 pages
Book Rating : 4.1/5 (344 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 2014-07-17 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game analysis allows us to understand games better, providing insight into the player-game relationship, the construction of the game, and its sociocultural relevance. 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. Introduction to Game Analysis serves as an accessible guide to analyzing games using strategies borrowed from textual analysis. Clara Fernández-Vara’s concise primer provides 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 Bioshock 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.

The Gamer's Brain

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Publisher : CRC Press
ISBN 13 : 1351650769
Total Pages : 383 pages
Book Rating : 4.3/5 (516 download)

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Book Synopsis The Gamer's Brain by : Celia Hodent

Download or read book The Gamer's Brain written by Celia Hodent and published by CRC Press. This book was released on 2017-08-10 with total page 383 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

Trapped in a Video Game

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Publisher : Andrews McMeel Publishing
ISBN 13 : 1449496261
Total Pages : 132 pages
Book Rating : 4.4/5 (494 download)

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Book Synopsis Trapped in a Video Game by : Dustin Brady

Download or read book Trapped in a Video Game written by Dustin Brady and published by Andrews McMeel Publishing. This book was released on 2018-04-10 with total page 132 pages. Available in PDF, EPUB and Kindle. Book excerpt: Jesse Rigsby hates video games—and for good reason. You see, a video game character is trying to kill him. After getting sucked in the new game Full Blast with his friend Eric, Jesse starts to see the appeal of vaporizing man-size praying mantis while cruising around by jet pack. But pretty soon, a mysterious figure begins following Eric and Jesse, and they discover they can't leave the game. If they don't figure out what's going on fast, they'll be trapped for good! With black-and-white illustrations throughout and a cliff hanger at the end of every chapter, this is a great series for kids who think they don’t like to read!

Significant Zero

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Publisher : Simon and Schuster
ISBN 13 : 1501129953
Total Pages : 304 pages
Book Rating : 4.5/5 (11 download)

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Book Synopsis Significant Zero by : Walt Williams

Download or read book Significant Zero written by Walt Williams and published by Simon and Schuster. This book was released on 2017-09-19 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: "An award-winning videogame writer offers a rare behind-the-scenes look inside the gaming industry, and expands on how games are transformed from mere toys into meaningful, artistic experiences"--

Video Games as Culture

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Publisher : Routledge
ISBN 13 : 1317223926
Total Pages : 198 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 198 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.

VIDEO GAMES

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Publisher : Xlibris Corporation
ISBN 13 : 1493158686
Total Pages : 178 pages
Book Rating : 4.4/5 (931 download)

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Book Synopsis VIDEO GAMES by : Kelly Ann Gonzales

Download or read book VIDEO GAMES written by Kelly Ann Gonzales and published by Xlibris Corporation. This book was released on 2014-02-20 with total page 178 pages. Available in PDF, EPUB and Kindle. Book excerpt: After David the Writer leaves Cameron de la Cruz for a night out at Dave and Busters in Manhattan, Cameron finds herself in a proverbial quarter-life crisis. Cameron, the naïve anti-heroine, must make a choice between doing what is best for her sanity or what is ultimately better for society. In between high-profile careers and men, she finds that the lines between what is normally considered morally just versus what is ethically corrupt are blurring together. Love, lust, and money become entangled in these figurative, and occasionally literal, video games.

Developing Video Game Literacy in the EFL Classroom

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Publisher : Narr Francke Attempto Verlag
ISBN 13 : 3823392484
Total Pages : 364 pages
Book Rating : 4.8/5 (233 download)

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Book Synopsis Developing Video Game Literacy in the EFL Classroom by : Roger Dale Jones

Download or read book Developing Video Game Literacy in the EFL Classroom written by Roger Dale Jones and published by Narr Francke Attempto Verlag. This book was released on 2018-07-16 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are a major source of contact to English language and culture, and the need to develop critical video game competency is high. This text presents reasons for (and defines) video game literacy for the English as a foreign language classroom as well as empirical research which covers problems and potentials of game topics in the classroom. This book offers as a result of the theoretical and empirical research countless ideas for task and material design, teacher education, theoretical and conceptual development of video game literacy and impulses for future empirical research.

The Effects of Video Games on Children

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Publisher : A&C Black
ISBN 13 : 9781850758334
Total Pages : 186 pages
Book Rating : 4.7/5 (583 download)

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Book Synopsis The Effects of Video Games on Children by : Barrie Gunter

Download or read book The Effects of Video Games on Children written by Barrie Gunter and published by A&C Black. This book was released on 1998-01-01 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt: The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.

Violent and Explicit Video Games

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Publisher :
ISBN 13 :
Total Pages : 164 pages
Book Rating : 4.0/5 ( download)

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Book Synopsis Violent and Explicit Video Games by : United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection

Download or read book Violent and Explicit Video Games written by United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection and published by . This book was released on 2006 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Writing for Video Games

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Author :
Publisher : A&C Black
ISBN 13 : 140814168X
Total Pages : 190 pages
Book Rating : 4.4/5 (81 download)

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Book Synopsis Writing for Video Games by : Steve Ince

Download or read book Writing for Video Games written by Steve Ince and published by A&C Black. This book was released on 2006-09-29 with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games is a lucrative new market for scriptwriters but writing for video games is complex and very different to traditional media (tv or film). This practical guide shows how you can adapt your writing skills to this exciting medium. Written by an award-winning games writer, the book gives you a realistic picture of how games companies work, how the writer fits into the development process, and the skills required: from storytelling, to developing interactive narrative, characters and viewpoints, dialogue comedy and professional practice. Illustrated with examples from games and quotes from developers, writers and agents, this is a cutting edge professional writing guide at a very accessible price.

Sex, Love, and Videogames

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Publisher : JMS Books LLC
ISBN 13 : 168550728X
Total Pages : 357 pages
Book Rating : 4.6/5 (855 download)

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Book Synopsis Sex, Love, and Videogames by : CJane Elliott

Download or read book Sex, Love, and Videogames written by CJane Elliott and published by JMS Books LLC. This book was released on 2024-05-11 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: Sequel to Aidan's Journey Shy guy Jed Carter has always felt invisible next to his charismatic older brother Kent. After trying to fit in with Kent and his fraternity friends his first year at UVA, Jed braves coming out as a sophomore. He’s hopeful when he starts seeing Pete, an attractive junior. But Pete is only interested in using him for sex and videogames. Jed wants more, in life and in love, and first on the list is getting to know Charlie, the handsome guy working at the local videogame arcade. Charlie Ambrose has always felt like an oddball, and not just for his tendency to stutter. Being gay sets him apart from his African-American community, and as a “townie,” he isn’t part of the college crowd. Charlie’s inspiration is his transgender cousin Morocco, who doesn’t give a fig about being different. Art is Charlie’s passion, and when a local videogame designer discovers him, Charlie’s living a dream. The only thing he’s missing is love. But the last person Charlie expects to find it with is a cute, white UVA rugby player named Jed.