Read Books Online and Download eBooks, EPub, PDF, Mobi, Kindle, Text Full Free.
Understanding Counterplay In Video Games
Download Understanding Counterplay In Video Games full books in PDF, epub, and Kindle. Read online Understanding Counterplay In Video Games ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Book Synopsis Understanding Counterplay in Video Games by : Alan F. Meades
Download or read book Understanding Counterplay in Video Games written by Alan F. Meades and published by Routledge. This book was released on 2015-06-05 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay. Using ethnographic research, Alan Meades not only to gives voice to counterplayers, but reframes counterplay as a complex practice with contradictory motivations that is anything but reducible to simply being hostile to play, players, or commercial videogames. The book offers a grounded and pragmatic exploration of counterplay, framing it as an unavoidable by-product of interaction of mass audiences with compelling and culturally important texts.
Book Synopsis Understanding Counterplay in Video Games by : Alan F. Meades
Download or read book Understanding Counterplay in Video Games written by Alan F. Meades and published by Routledge. This book was released on 2015-06-05 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay. Using ethnographic research, Alan Meades not only to gives voice to counterplayers, but reframes counterplay as a complex practice with contradictory motivations that is anything but reducible to simply being hostile to play, players, or commercial videogames. The book offers a grounded and pragmatic exploration of counterplay, framing it as an unavoidable by-product of interaction of mass audiences with compelling and culturally important texts.
Book Synopsis Playful Participatory Practices by : Pablo Abend
Download or read book Playful Participatory Practices written by Pablo Abend and published by Springer Nature. This book was released on 2020-04-28 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: The volume addresses the matter of participatory media practices as playful appropriations within current digital media culture and artistic research. The aim is to explore and trace the shifting boundaries between media production and media use, and to develop concepts and methodologies that work within participatory media cultures. Therefore the articles explore and establish nuanced approaches to the oftentimes playful practices associated with the appropriation of technology.
Book Synopsis Fictional Games by : Stefano Gualeni
Download or read book Fictional Games written by Stefano Gualeni and published by Bloomsbury Publishing. This book was released on 2022-12-15 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.
Book Synopsis Identity and Play in Interactive Digital Media by : Sara M. Cole
Download or read book Identity and Play in Interactive Digital Media written by Sara M. Cole and published by Taylor & Francis. This book was released on 2017-03-16 with total page 181 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines how people are socially, culturally, and personally changing as a result of their reading of, or interaction with, interactive media forms like computer or video games. .
Book Synopsis Documentation as Art by : Annet Dekker
Download or read book Documentation as Art written by Annet Dekker and published by Taylor & Francis. This book was released on 2022-11-22 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: Documentation as Art presents documentation as an expanded practice that is radically changing the ways in which to look at, participate in, and generate art. Bringing together expertise from different disciplines, the book provides an in-depth investigation of the development of documentation as a set of production, circulation, and preservation strategies. Illustrating how these are often led by artists, audiences, and museums, the contributions offer new insights into digital art and its history, curation, and preservation, through documentation. Considering documentation as the main method of preserving these art forms, the book analyses how it can address the inherent challenges of capturing live events, visitor experiences, and evolving artworks. Showing how documentation itself can become (part of) an original artwork, the book discusses ways in which these expanded practices can impact the value and experience of the documented event or artwork, giving consideration to how this might affect the traditional authority of the museum as creator of documentation used for future reference, historical relevance, or cultural memory. Documentation as Art demonstrates how the curation and preservation of documentation and the introduction of audience-generated documentation are radically changing exhibition and visiting practices in which documentation is becoming a significant and emergent cultural form in its own right. The book will appeal to researchers and students engaged in the study of museums and curation, art and art history, performance, new media and digital art, library and information science, and conservation.
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.
Book Synopsis Animation – Process, Cognition and Actuality by : Dan Torre
Download or read book Animation – Process, Cognition and Actuality written by Dan Torre and published by Bloomsbury Publishing USA. This book was released on 2017-08-24 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: Animation - Process, Cognition and Actuality presents a uniquely philosophical and multi-disciplinary approach to the scholarly study of animation, by using the principles of process philosophy and Deleuzian film aesthetics to discuss animation practices, from early optical devices to contemporary urban design and installations. Some of the original theories presented are a process-philosophy based theory of animation; a cognitive theory of animation; a new theoretical approach to the animated documentary; an original investigative approach to animation; and unique considerations as to the convergence of animation and actuality. Numerous animated examples (from all eras and representing a wide range of techniques and approaches – including television shows and video games) are examined, such as Fantastic Mr. Fox (2009), Madame Tutli-Putli (2007), Gertie the Dinosaur (1914), The Peanuts Movie (2015), Grand Theft Auto V (2013) and Dr. Katz: Professional Therapist (1995–2000). Divided into three sections, each to build logically upon each other, Dan Torre first considers animation in terms of process and process philosophy, which allows the reader to contemplate animation in a number of unique ways. Torre then examines animation in more conceptual terms in comparing it to the processes of human cognition. This is followed by an exploration of some of the ways in which we might interpret or 'read' particular aspects of animation, such as animated performance, stop-motion, anthropomorphism, video games, and various hybrid forms of animation. He finishes by guiding the discussion of animation back to the more tangible and concrete as it considers animation within the context of the actual world. With a genuinely distinctive approach to the study of animation, Torre offers fresh philosophical and practical insights that prompt an engagement with the definitions and dynamics of the form, and its current literature.
Book Synopsis Afterlives of Georges Perec by : Rowan Wilken
Download or read book Afterlives of Georges Perec written by Rowan Wilken and published by Edinburgh University Press. This book was released on 2017-03-08 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examines Perec's impact on architecture, art, design, media, electronic communications, computing and the everydayWhat do Perec's descriptions of the minutiae of everyday life reveal about our use of information and communications technologies?What happens if we read Life: A Users Manual as a toolbox of ideas for games studies? What light does the concept of the ainfra-ordinary shed on social media? What insights does algorithmic writing generate for the digital humanities? What lessons can architects, artists, game-designers and writers draw from Perec's fascination with creative constraints? Through an examination of such questions, this collection takes Perec scholarship beyond its existing limits to offer new ways of rethinking our present.ContributorsTom Apperley, Monash University, Australia.Caroline Bassett, University of Sussex, UK. David Bellos, Princeton, USA.Justin Clemens, University of Melbourne, Australia.Ben Highmore, University of Sussex, UK.Alison James, University of Chicago, USA.Sandra Kaji-OGrady, University of Sydney, Australia. Christian Licoppe, TA(c)lA(c)com ParisTech, France.Anthony McCosker, Swinburne University of Technology, Melbourne, Australia. Mireille RibiA*re, independent scholar, translator and author.Darren Tofts, Swinburne University of Technology, Melbourne, Australia.Rowan Wilken, RMIT, Melbourne, Australia.Mark Wolff, Hartwick College in Oneonta, New York, USA.
Book Synopsis Exploring Animal Crossing by : Bruce Baer Arnold
Download or read book Exploring Animal Crossing written by Bruce Baer Arnold and published by Anthem Press. This book was released on 2024-06-11 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: Animal Crossing is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID-19, gamification of offline brands, relationships with past/contemporary computer games, and Animal Crossing as an example of the Japanification of online popular culture. The book provides insights for students, researchers and non-specialist readers.
Book Synopsis Virtual History by : A. Martin Wainwright
Download or read book Virtual History written by A. Martin Wainwright and published by Routledge. This book was released on 2019-06-28 with total page 213 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual History examines many of the most popular historical video games released over the last decade and explores their portrayal of history. The book looks at the motives and perspectives of game designers and marketers, as well as the societal expectations addressed, through contingency and determinism, economics, the environment, culture, ethnicity, gender, and violence. Approaching videogames as a compelling art form that can simultaneously inform and mislead, the book considers the historical accuracy of videogames, while also exploring how they depict the underlying processes of history and highlighting their strengths as tools for understanding history. The first survey of the historical content and approach of popular videogames designed with students in mind, it argues that games can depict history and engage players with it in a useful way, encouraging the reader to consider the games they play from a different perspective. Supported by examples and screenshots that contextualize the discussion, Virtual History is a useful resource for students of media and world history as well as those focusing on the portrayal of history through the medium of videogames.
Book Synopsis Reading »Black Mirror« by : German A. Duarte
Download or read book Reading »Black Mirror« written by German A. Duarte and published by transcript Verlag. This book was released on 2021-01-31 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt: Very few contemporary television programs provoke spirited responses quite like the dystopian series Black Mirror. This provocative program, infamous for its myriad apocalyptic portrayals of humankind's relationship with an array of electronic and digital technologies, has proven quite adept at offering insightful commentary on a number of issues contemporary society is facing. This timely collection draws on innovative and interdisciplinary theoretical frameworks to provide unique perspectives about how confrontations with such issues should be considered and understood through the contemporary post-media condition that drives technology use.
Book Synopsis Understanding Video Games by : Simon Egenfeldt-Nielsen
Download or read book Understanding Video Games written by Simon Egenfeldt-Nielsen and published by Taylor & Francis. This book was released on 2024-05-08 with total page 445 pages. Available in PDF, EPUB and Kindle. Book excerpt: The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual gaming. This book introduces students to both the major theories used to analyze games, such as ludology and narratology, and the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, this student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. This new edition includes updates to the history, statistics, and developments in the vast game studies landscape throughout. The book has been expanded with additional theory, research, and insights from scholars around the world, making it more inclusive and broadening its global perspective. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, Understanding Video Games, Fifth Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment, education, and society.
Book Synopsis The Routledge Companion to Digital Ethnography by : Larissa Hjorth
Download or read book The Routledge Companion to Digital Ethnography written by Larissa Hjorth and published by Routledge. This book was released on 2017-01-20 with total page 1088 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the increase of digital and networked media in everyday life, researchers have increasingly turned their gaze to the symbolic and cultural elements of technologies. From studying online game communities, locative and social media to YouTube and mobile media, ethnographic approaches to digital and networked media have helped to elucidate the dynamic cultural and social dimensions of media practice. The Routledge Companion to Digital Ethnography provides an authoritative, up-to-date, intellectually broad, and conceptually cutting-edge guide to this emergent and diverse area. Features include: a comprehensive history of computers and digitization in anthropology; exploration of various ethnographic methods in the context of digital tools and network relations; consideration of social networking and communication technologies on a local and global scale; in-depth analyses of different interfaces in ethnography, from mobile technologies to digital archives.
Book Synopsis Immersive Embodiment by : Liam Jarvis
Download or read book Immersive Embodiment written by Liam Jarvis and published by Springer Nature. This book was released on 2019-11-15 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a wide-ranging examination of acts of ‘virtual embodiment’ in performance/gaming/applied contexts that abstract an immersant’s sense of physical selfhood by instating a virtual body, body-part or computer-generated avatar. Emergent ‘immersive’ practices in an increasingly expanding and cross-disciplinary field are coinciding with a wealth of new scientific knowledge in body-ownership and self-attribution. A growing understanding of the way a body constructs its sense of selfhood is intersecting with the historically persistent desire to make an onto-relational link between the body that ‘knows’ an experience and bodies that cannot know without occupying their unique point of view. The author argues that the desire to empathize with another’s ineffable bodily experiences is finding new expression in contexts of particular urgency. For example, patients wishing to communicate their complex physical experiences to their extended networks of support in healthcare, or communities placing policymakers ‘inside’ vulnerable, marginalized or disenfranchised virtual bodies in an attempt to prompt personal change. This book is intended for students, academics and practitioner-researchers studying or working in the related fields of immersive theatre/art-making, arts-science and VR in applied performance practices.
Download or read book Noir Affect written by Christopher Breu and published by Fordham University Press. This book was released on 2020-06-02 with total page 184 pages. Available in PDF, EPUB and Kindle. Book excerpt: Noir Affect proposes a new understanding of noir as defined by negative affect. This new understanding emphasizes that noir is, first and foremost, an affective disposition rather than a specific cycle of films or novels associated with a given time period or national tradition. Instead, the essays in Noir Affect trace noir’s negativity as it manifests in different national contexts from the United States to Mexico, France, and Japan and in a range of different media, including films, novels, video games, and manga. The forms of affect associated with noir are resolutely negative: These are narratives centered on loss, sadness, rage, shame, guilt, regret, anxiety, humiliation, resentment, resistance, and refusal. Moreover, noir often asks us to identify with those on the losing end of cultural narratives, especially the criminal, the lost, the compromised, the haunted, the unlucky, the cast-aside, and the erotically “perverse,” including those whose greatest erotic attachment is to death. Drawing on contemporary work in affect theory, while also re-orienting some of its core assumptions to address the resolutely negative affects narrated by noir, Noir Affect is invested in thinking through the material, bodily, social, and political–economic impact of the various forms noir affect takes. If much affect theory asks us to consider affect as a space of possibility and becoming, Noir Affect asks us to consider affect as also a site of repetition, dissolution, redundancy, unmaking, and decay. It also asks us to consider the way in which the affective dimensions of noir enable the staging of various forms of social antagonism, including those associated with racial, gendered, sexual, and economic inequality. Featuring an Afterword by the celebrated noir scholar Paula Rabinowitz and essays by an array of leading scholars, Noir Affect aims to fundamentally re-orient our understanding of noir. Contributors: Alexander Dunst, Sean Grattan, Peter Hitchcock, Justus Nieland, Andrew Pepper, Ignacio Sánchez Prado, Brian Rejack, Pamela Thoma, Kirin Wachter-Grene
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.