Tomb Raiders and Space Invaders

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 0857717405
Total Pages : 273 pages
Book Rating : 4.8/5 (577 download)

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Book Synopsis Tomb Raiders and Space Invaders by : Geoff King

Download or read book Tomb Raiders and Space Invaders written by Geoff King and published by Bloomsbury Publishing. This book was released on 2005-10-28 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first in the field to focus on the key aspects of videogames themselves as a distinctive medium, this is a rich and original read for gamers as well as students and researchers of popular culture internationally, which reviews the passionate gamer/game relationship viz all types of games from "Doom" to "EverQuest". Videogames now rival Hollywood cinema in popularity and profits and there are huge followings for titles such as "Tomb Raider" or "The Sims". Exactly what games offer, however, as a distinct form of entertainment, has received scant attention. This book is a valuable contribution to this new field. Its main focus is on key formal aspects of games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Issues examined in detail include the characteristics of gameplay and its relationship with narrative, genre, virtual landscapes, realism, spectacle and sensation. Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture.

On Video Games

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Publisher : Bloomsbury Publishing
ISBN 13 : 178672250X
Total Pages : 336 pages
Book Rating : 4.7/5 (867 download)

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Book Synopsis On Video Games by : Soraya Murray

Download or read book On Video Games written by Soraya Murray and published by Bloomsbury Publishing. This book was released on 2017-10-30 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts.As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture. Demonstrating that games are at the frontline of power relations, she reimagines how we see them - and more importantly how we understand them.

Gaming at the Edge

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Publisher : U of Minnesota Press
ISBN 13 : 1452943443
Total Pages : 344 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis Gaming at the Edge by : Adrienne Shaw

Download or read book Gaming at the Edge written by Adrienne Shaw and published by U of Minnesota Press. This book was released on 2015-01-01 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.

Mazes in Videogames

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Publisher : McFarland
ISBN 13 : 0786492929
Total Pages : 191 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Mazes in Videogames by : Alison Gazzard

Download or read book Mazes in Videogames written by Alison Gazzard and published by McFarland. This book was released on 2013-04-17 with total page 191 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.

The Video Game Explosion

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 031308243X
Total Pages : 401 pages
Book Rating : 4.3/5 (13 download)

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Book Synopsis The Video Game Explosion by : Mark J. P. Wolf

Download or read book The Video Game Explosion written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2007-11-30 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.

Cultural Code

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Publisher : MIT Press
ISBN 13 : 0262034050
Total Pages : 345 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Cultural Code by : Phillip Penix-Tadsen

Download or read book Cultural Code written by Phillip Penix-Tadsen and published by MIT Press. This book was released on 2016-02-12 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.

Understanding Digital Games

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Publisher : SAGE
ISBN 13 : 1847877664
Total Pages : 270 pages
Book Rating : 4.8/5 (478 download)

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Book Synopsis Understanding Digital Games by : Jason Rutter

Download or read book Understanding Digital Games written by Jason Rutter and published by SAGE. This book was released on 2006-04-20 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.

Playing War

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Publisher : NYU Press
ISBN 13 : 1479895105
Total Pages : 284 pages
Book Rating : 4.4/5 (798 download)

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Book Synopsis Playing War by : Matthew Thomas Payne

Download or read book Playing War written by Matthew Thomas Payne and published by NYU Press. This book was released on 2016-04-05 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explores the culture that made military shooter video games popular, and key in understanding the War on Terror No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.

Gaming Rhythms

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Author :
Publisher : Lulu.com
ISBN 13 : 908160211X
Total Pages : 169 pages
Book Rating : 4.0/5 (816 download)

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Book Synopsis Gaming Rhythms by : Tom Apperley

Download or read book Gaming Rhythms written by Tom Apperley and published by Lulu.com. This book was released on 2011-06-16 with total page 169 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations." -- Website.

Frontiers of Cyberspace

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Publisher : Brill
ISBN 13 : 9401208581
Total Pages : 330 pages
Book Rating : 4.4/5 (12 download)

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Book Synopsis Frontiers of Cyberspace by :

Download or read book Frontiers of Cyberspace written by and published by Brill. This book was released on 2012-01-01 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: The content of this volume reflects theoretical and practical discussions on cultural issues influenced by increased adoption of information and communication technologies. The penetration of new forms of communication, such as online social networking, internet video-casting, and massive online multiplayer gaming; the experience and exploration of virtual worlds; and the massive adoption of ever-emergent ICT technologies; are all developments in desperate need of serious examination. It is not surprising that these new realities, and the questions and issues to which they give rise, have drawn increasing attention from academics. Those engaging these issues do so from a wide range of academic fields. Accordingly, the authors contributing to this volume represent an impressive array of academic disciplines and varied perspectives, including philosophy, sociology, religion, anthropology, digital humanities, literature studies, film science, new media studies and still others. Thus, the subsequent chapters offer the reader a multidimensional examination of this volume’s unifying theme: the ways and extent to which current and anticipated cybernetic environments have altered, and will continue to shape, our understandings of what it means to be human.

Storytelling Industries

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Publisher : Springer
ISBN 13 : 3319705970
Total Pages : 269 pages
Book Rating : 4.3/5 (197 download)

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Book Synopsis Storytelling Industries by : Anthony N. Smith

Download or read book Storytelling Industries written by Anthony N. Smith and published by Springer. This book was released on 2018-06-28 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book shows how the unique characteristics of traditionally differentiated media continue to determine narrative despite the recent digital convergence of media technologies. The author argues that media are now each largely defined by distinctive industrial practices that continue to preserve their identities and condition narrative production. Furthermore, the book demonstrates how a given medium’s variability in institutional and technological contexts influences diverse approaches to storytelling. By connecting US film, television, comic book and video game industries to their popular fictional characters and universes; including Star Wars, Batman, Game of Thrones and Grand Theft Auto; the book identifies how differences in industrial practice between media inform narrative production. This book is a must read for students and scholars interested in transmedia storytelling.

Encyclopedia of Video Games [3 volumes]

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Publisher : Bloomsbury Publishing USA
ISBN 13 :
Total Pages : 1173 pages
Book Rating : 4.2/5 (161 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 1173 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.

A Concise Companion to Visual Culture

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Publisher : John Wiley & Sons
ISBN 13 : 1119415403
Total Pages : 512 pages
Book Rating : 4.1/5 (194 download)

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Book Synopsis A Concise Companion to Visual Culture by : A. Joan Saab

Download or read book A Concise Companion to Visual Culture written by A. Joan Saab and published by John Wiley & Sons. This book was released on 2021-03-08 with total page 512 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides an up-to-date overview of the present state Visual Cultural Studies, featuring new original content, topics, and methods The Wiley Blackwell Concise Companion to Visual Culture brings together original research by both established scholars and new voices in the dynamic field, exploring the history, current state, and possible future directions of visual cultural studies. Organized as a series of non-traditional keyword essays, this innovative volume engages readers with a diversity of ideas and perspectives to broaden and enrich their understanding of visual culture and its operations. This accessible, reader-friendly volume begins with a brief introduction to the history and practices of visual studies, featuring interviews and conversations with key figures such as W.J.T. Mitchell and Douglas Crimp. The majority of the text explores key concepts within a broad framework of history, ecologies, mediations, agencies, and politics while placing particular emphasis on interdisciplinarity and intersectionality. Essays cover keyword topics including Identities, Representation, Institutions, Architectures, Memes, Environment, Temporality, and many more. Offering a unique approach to the subject, this timely resource: Presents new work from a diverse group of scholars with a broad range of social, cultural, and generational perspectives Emphasizes the importance of activism and political urgency in humanities scholarship Discusses engaging objects and discourses beyond film and art, such as architecture, video games, political activism, and the nonhuman Highlights the diverse and interconnecting elements of visual culture scholarship Includes case studies and short introductions that provide context and reinforce core concepts The Wiley Blackwell Concise Companion to Visual Culture is essential reading for advanced undergraduate students, graduate students, and scholars in the fields of visual studies, art history, film studies, and media studies.

Gender Codes

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Publisher : John Wiley & Sons
ISBN 13 : 1118035135
Total Pages : 440 pages
Book Rating : 4.1/5 (18 download)

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Book Synopsis Gender Codes by : Thomas J. Misa

Download or read book Gender Codes written by Thomas J. Misa and published by John Wiley & Sons. This book was released on 2011-09-14 with total page 440 pages. Available in PDF, EPUB and Kindle. Book excerpt: The computing profession faces a serious gender crisis. Today, fewer women enter computing than anytime in the past 25 years. This book provides an unprecedented look at the history of women and men in computing, detailing how the computing profession emerged and matured, and how the field became male coded. Women's experiences working in offices, education, libraries, programming, and government are examined for clues on how and where women succeeded—and where they struggled. It also provides a unique international dimension with studies examining the U.S., Great Britain, Germany, Norway, and Greece. Scholars in history, gender/women's studies, and science and technology studies, as well as department chairs and hiring directors will find this volume illuminating.

From Big Bang to Big Data

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Publisher : McGill-Queen's Press - MQUP
ISBN 13 : 0228015286
Total Pages : 321 pages
Book Rating : 4.2/5 (28 download)

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Book Synopsis From Big Bang to Big Data by : Johan Jarlbrink

Download or read book From Big Bang to Big Data written by Johan Jarlbrink and published by McGill-Queen's Press - MQUP. This book was released on 2023-01-15 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: Does media history really start with a bang? More than just newspapers, television, and social networks, media are the means by which any information is communicated, from cosmic radiation traces to medieval church bells to modern identity documents. Cultures are held together as much by bookkeeping and records as they are by stories and myths. From Big Bang to Big Data is a long history of the media – how it has been established, used, and transformed from the beginning of recorded time until the present. It is not primarily a story of revolutions and innovations, but of continuities and overlaps that reveal surprising patterns across history. Many media were invented as ways to store and share information, and many have served as powerful tools for administration and control. The concerns raised about media today, whether about privacy, piracy, or anxieties over declining cultural standards, preoccupied earlier generations too. In a playful style, accompanied by more than one hundred illustrations, the authors show us how every society has been a media society in its own way. From antique graffiti to last year’s viral YouTube clip, the past is only approachable through media. From Big Bang to Big Data provides a new way of thinking about media in history – and about human societies past and present.

Intermedia Games—Games Inter Media

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501330519
Total Pages : 297 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Intermedia Games—Games Inter Media by : Michael Fuchs

Download or read book Intermedia Games—Games Inter Media written by Michael Fuchs and published by Bloomsbury Publishing USA. This book was released on 2019-02-21 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

Proceedings of the 5th Australasian Conference on Interactive Entertainment

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Author :
Publisher : Yusuf Pisan
ISBN 13 : 160558424X
Total Pages : 60 pages
Book Rating : 4.6/5 (55 download)

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Book Synopsis Proceedings of the 5th Australasian Conference on Interactive Entertainment by : Ruth Christie

Download or read book Proceedings of the 5th Australasian Conference on Interactive Entertainment written by Ruth Christie and published by Yusuf Pisan. This book was released on 2008-12-03 with total page 60 pages. Available in PDF, EPUB and Kindle. Book excerpt: IE '08: The 5th Australasian Conference on Interactive Entertainment Dec 03, 2008-Dec 04, 2008 Brisbane, Australia. You can view more information about this proceeding and all of ACM's other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.