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Sex In Video Games
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Book Synopsis Sex in Video Games by : Brenda Brathwaite
Download or read book Sex in Video Games written by Brenda Brathwaite and published by CreateSpace. This book was released on 2013-07 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Originally published in hardcover by Charles River Media."
Book Synopsis Sex in Video Games by : Brenda Brathwaite
Download or read book Sex in Video Games written by Brenda Brathwaite and published by . This book was released on 2007 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: Sex in games has been around almost as long as the medium itself. With the release of games like Playboy: The Mansion, Leisure Suit Larry: Magna Cum Laude, and The Singles, sexual content gained a firm foothold and for the first time, ventured into the mainstream. Even casual games like the Sims started to rev things up a bit, and in on-line games, tales of ?cybering? have become common place. Seeking to understand this emerging trend, developers, publishers, retailers and consumers are asking themselves: when is sex appropriate in a game? how far is too far? what will it mean for the product? for its distribution? for my company? for me? do sexual content games sell better? are they generally profitable? And so far, there are no definitive answers. Sex in Video Games seeks to provide insight into this issue and provide guidelines and answers by exhaustively studying the history of sexual content in games and the games industry as well as public and political reaction to it. In addition, the book considers ethical issues, parental and retailer responsibility, and explores the industry attempts at self-regulation and the growing issue of censorship.
Book Synopsis Sex, Brains, and Video Games by : Jennifer Burek Pierce
Download or read book Sex, Brains, and Video Games written by Jennifer Burek Pierce and published by American Library Association. This book was released on 2017-03-09 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do we break through and truly reach our young adult patrons? It begins with understanding them. Librarians who work with teens need information and a big-picture perspective on adolescence that reflects the latest knowledge of cognate fields and the contemporary realities of young people's lives. In this greatly revised and updated edition of her popular guide Burek Pierce provides exactly that, selecting and synthesizing emerging information from multiple fields of research to effectively support librarians' work with teens. Far-reaching but pragmatic, this book discusses such important topics as identity and community, sex and sexualities, what experts can tell us about the adolescent brain, and how teens use technology to mediate the world; replaces outdated developmental theories that have been discarded in their home fields but are still sometimes used in the LIS world; looks at how to blend what research tells us about teens with day-to-day work in libraries; reflects new norms of professional practice, such as the increased importance of community engagement and partnerships, offering librarians a path towards cooperation and collaboration with peers outside the library world; and includes a bibliography of essential reading for YA librarians. Educators and practitioners, as well as students preparing to enter the field, will all benefit from this compact overview of contemporary research on adolescence.
Book Synopsis Sex, Drugs, and Cartoon Violence: My Decade as a Video Game Journalist by : Russ Pitts
Download or read book Sex, Drugs, and Cartoon Violence: My Decade as a Video Game Journalist written by Russ Pitts and published by Lulu.com. This book was released on 2016-02-28 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: Covering a decade on the inside of the games industry, SEX, DRUGS, AND CARTOON VIOLENCE lifts the curtain on the whirlwind of hype and promotion surrounding the launch of a multimillion dollar game. From all-expenses paid junkets, to multi-million dollar parties, to exclusive "previews", these are the stories you've never heard about the way video games are sold and reported. Written by a veteran games reporter and former television producer, this is the story of an accidental journey into - and back out of - one of the weirdest niches of journalism in the world. ** Called "The Indiana Jones of games writing" by goodgameswriting.com, Russ Pitts has spent more than ten years traveling the world writing about video games. Pitts is the former editor-in-chief of the six-time Webby Award-winning website, The Escapist; the former features editor at Vox Media's premiere video game website, Polygon and the former head writer and producer of TechTV's "The Screen Savers."
Book Synopsis 20 Essential Games to Study by : Joshua Bycer
Download or read book 20 Essential Games to Study written by Joshua Bycer and published by CRC Press. This book was released on 2018-10-26 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs. Key Features An informative breakdown focusing on the design and gameplay of successful games Written to be useful for students or designers starting out in game development Books focused specifically on design are rare Perfect for students and professionals alike, or can be read for the nostalgia and history
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.
Book Synopsis Passion and Play by : Michelle Clough
Download or read book Passion and Play written by Michelle Clough and published by CRC Press. This book was released on 2022-04-14 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hoping to add some steam and sex to your next game? Then this book is for you. This practical guide provides you with the foundational tools needed to write, design, and create healthy sexual content in video games in ways that are narratively compelling, varied, and hot! Challenging the assumptions that sex in games is superfluous, exploitative, or only of interest to straight guys, this book encourages designers to create meaningful, enjoyable sexual content for all audiences. Using examples from well-known AAA games (and some standout indie content!), each chapter provides a framework to guide game writers, designers, and developers through the steps of creating and executing sexual content in their games – from early concept, to setting it up in larger game narrative, and finally to executing specific sexual scenes and sequences. It also lays out a host of details and considerations that, while easily missed or forgotten, can have a major impact on the quality or theme of the scene. Offering expert insight and ideas for creating sex scenes in games, this book is vital reading for game designers, writers, and narrative designers who are interested in making games with sexual content. It will also appeal to artists, cutscene directors, audio engineers, composers, and programmers working on these games – or really, any game developer with an interest in the topic!
Book Synopsis Rated M for Mature by : Matthew Wysocki
Download or read book Rated M for Mature written by Matthew Wysocki and published by Bloomsbury Publishing USA. This book was released on 2015-10-22 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt: The word sex has many implications when it is used in connection with video games. As game studies scholars have argued, games are player-driven experiences. Players must participate in processes of play to move the game forward. The addition of content that incorporates sex and/or sexuality adds complexity that other media do not share. Rated M for Mature further develops our understanding of the practices and activities of video games, specifically focusing on the intersection of games with sexual content. From the supposed scandal of “Hot Coffee” to the emergence of same-sex romance options in RPGs, the collection explores the concepts of sex and sexuality in the area of video games.
Book Synopsis Sex, Lies, and Video Games by : Bill Hensler
Download or read book Sex, Lies, and Video Games written by Bill Hensler and published by Addison-Wesley Longman. This book was released on 1996 with total page 402 pages. Available in PDF, EPUB and Kindle. Book excerpt: Documenting Mac game programming knowledge that has previously been passed down as unwritten lore, a guide to writing Macintosh arcade games offers step-by-step instructions and complete source code on disk. Original. (All Users).
Book Synopsis Video Games Have Always Been Queer by : Bo Ruberg
Download or read book Video Games Have Always Been Queer written by Bo Ruberg and published by NYU Press. This book was released on 2019-03-19 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.
Book Synopsis How to Do Things with Videogames by : Ian Bogost
Download or read book How to Do Things with Videogames written by Ian Bogost and published by U of Minnesota Press. This book was released on 2011-08-05 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.
Book Synopsis Computer Games and New Media Cultures by : Johannes Fromme
Download or read book Computer Games and New Media Cultures written by Johannes Fromme and published by Springer Science & Business Media. This book was released on 2012-06-14 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Book Synopsis Sex in the Digital Age by : Paul G Nixon
Download or read book Sex in the Digital Age written by Paul G Nixon and published by Routledge. This book was released on 2017-08-16 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: Shifts in societal development resulting from economic and technological advancements have had an impact upon the development of human sexuality and behaviour, and with the expansion of developments such as the Internet and associated technologies, it is likely that further societal shifts will ensue. This book recognises the importance of new digital spaces for discourses surrounding sexuality, examining issues such as pornography; sex education and health; LGBTQ sexualities; polysexuality or polyamory; abstention; sexual abuse and violence; erotic online literature; sex therapy; teledildonics; sex and gaming; online dating; celebrity porn; young people and sexual media; and sexting and sextainment, all of which are prominently affected by the use of digital media. With case studies drawn from the US, the UK and Europe, Sex in the Digital Age engages in discussion about the changing acceptance of sex in the 21st century and part played in that by digital media, and considers the future of sex and sexuality in an increasingly digital age. It will therefore appear to scholars across the social sciences with interests in gender and sexuality, new technologies and media and cultural studies.
Book Synopsis Rated M for Mature by : Matthew Wysocki
Download or read book Rated M for Mature written by Matthew Wysocki and published by Bloomsbury Publishing USA. This book was released on 2015-10-22 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt: The word sex has many implications when it is used in connection with video games. As game studies scholars have argued, games are player-driven experiences. Players must participate in processes of play to move the game forward. The addition of content that incorporates sex and/or sexuality adds complexity that other media do not share. Rated M for Mature further develops our understanding of the practices and activities of video games, specifically focusing on the intersection of games with sexual content. From the supposed scandal of “Hot Coffee” to the emergence of same-sex romance options in RPGs, the collection explores the concepts of sex and sexuality in the area of video games.
Book Synopsis Sex, Brains, and Video Games by : Jennifer Burek Pierce
Download or read book Sex, Brains, and Video Games written by Jennifer Burek Pierce and published by American Library Association. This book was released on 2017-03-09 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do we break through and truly reach our young adult patrons? It begins with understanding them. Librarians who work with teens need information and a big-picture perspective on adolescence that reflects the latest knowledge of cognate fields and the contemporary realities of young people's lives. In this greatly revised and updated edition of her popular guide Burek Pierce provides exactly that, selecting and synthesizing emerging information from multiple fields of research to effectively support librarians' work with teens. Far-reaching but pragmatic, this book discusses such important topics as identity and community, sex and sexualities, what experts can tell us about the adolescent brain, and how teens use technology to mediate the world; replaces outdated developmental theories that have been discarded in their home fields but are still sometimes used in the LIS world; looks at how to blend what research tells us about teens with day-to-day work in libraries; reflects new norms of professional practice, such as the increased importance of community engagement and partnerships, offering librarians a path towards cooperation and collaboration with peers outside the library world; and includes a bibliography of essential reading for YA librarians. Educators and practitioners, as well as students preparing to enter the field, will all benefit from this compact overview of contemporary research on adolescence.
Book Synopsis 269 Amazing Sex Games by : Hugh de Beer
Download or read book 269 Amazing Sex Games written by Hugh de Beer and published by Sourcebooks Casablanca. This book was released on 2005 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The inventor of the popular Foreplay( board game offers couples a sexy variety of fun and games.
Book Synopsis Violent Video Game Effects on Children and Adolescents by : Craig A. Anderson
Download or read book Violent Video Game Effects on Children and Adolescents written by Craig A. Anderson and published by Oxford University Press. This book was released on 2007-01-11 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: Violent video games are successfully marketed to and easily obtained by children and adolescents. Even the U.S. government distributes one such game, America's Army, through both the internet and its recruiting offices. Is there any scientific evidence to support the claims that violent games contribute to aggressive and violent behavior? As the first book to unite empirical research on and public policy options for violent video games, Violent Video Game Effects on Children and Adolescents will be an invaluable resource for student and professional researchers in social and developmental psychology and media studies.