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Book Synopsis Videogame, Player, Text by : Barry Atkins
Download or read book Videogame, Player, Text written by Barry Atkins and published by Manchester University Press. This book was released on 2007 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. This collection aims to show how it is that videogames communicate their meanings and provide their pleasures. Each ess.
Book Synopsis Videogame, player, text by : Barry Atkins
Download or read book Videogame, player, text written by Barry Atkins and published by Manchester University Press. This book was released on 2024-07-30 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation.
Book Synopsis Videogames and Agency by : Bettina Bódi
Download or read book Videogames and Agency written by Bettina Bódi and published by Taylor & Francis. This book was released on 2022-12-30 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.
Book Synopsis Rockstar Games and American History by : Esther Wright
Download or read book Rockstar Games and American History written by Esther Wright and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-08-22 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, this book offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar’s brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past –– and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated.
Book Synopsis Becoming a Video Game Artist by : John Pearl
Download or read book Becoming a Video Game Artist written by John Pearl and published by CRC Press. This book was released on 2016-08-01 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: The game industry continues to grow and evolve as the years pass. Despite this growth, the competition in obtaining a career in video games remains as arduous as ever. Becoming a Video Game Artist helps guide readers from their first steps of making a portfolio, to acing the job interview and beyond. John Pearl explores the different art related jobs and their responsibilities. Questions are posed to industry professionals throughout each chapter to help with the reader’s growth and understanding. Becoming a Video Game Artist is the ultimate roadmap in navigating a career in video games by teaching how to make your portfolio shine, what expect once hired, and how to make the best decisions to help flourish your talents and cultivate an exciting career.
Book Synopsis The Medium of the Video Game by : Mark J. P. Wolf
Download or read book The Medium of the Video Game written by Mark J. P. Wolf and published by University of Texas Press. This book was released on 2010-07-22 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.
Download or read book A Play of Bodies written by Brendan Keogh and published by MIT Press. This book was released on 2018-04-06 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.
Book Synopsis Cybertext Poetics by : Markku Eskelinen
Download or read book Cybertext Poetics written by Markku Eskelinen and published by Bloomsbury Publishing USA. This book was released on 2012-03-08 with total page 471 pages. Available in PDF, EPUB and Kindle. Book excerpt: Equally interested in what is and what could be, Cybertext Poetics combines ludology and cybertext theory to solve persistent problems and introduce paradigm changes in the fields of literary theory, narratology, game studies, and digital media. The book first integrates theories of print and digital literature within a more comprehensive theory capable of coming to terms with the ever-widening media varieties of literary expression, and then expands narratology far beyond its current confines resulting in multiple new possibilities for both interactive and non-interactive narratives. By focusing on a cultural mode of expression that is formally, cognitively, affectively, socially, aesthetically, ethically and rhetorically different from narratives and stories, Cybertext Poetics constructs a ludological basis for comparative game studies, shows the importance of game studies to the understanding of digital media, and argues for a plurality of transmedial ecologies.
Book Synopsis The Oxford Handbook of Video Game Music and Sound by : William Gibbons
Download or read book The Oxford Handbook of Video Game Music and Sound written by William Gibbons and published by Oxford University Press. This book was released on 2024 with total page 977 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bringing together dozens of leading scholars from across the world to address topics from pinball to the latest in virtual reality, The Oxford Handbook of Video Game Music and Sound is the most comprehensive and multifaceted single-volume source in the rapidly expanding field of game audio research.
Book Synopsis Michael Haneke by : Christopher Rowe
Download or read book Michael Haneke written by Christopher Rowe and published by Northwestern University Press. This book was released on 2017-03-15 with total page 365 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two primary goals of this ambitious study are to provide a new framework in which to interpret the films of Michael Haneke, including Funny Games, Caché, and others, and to show how the concept of intermediality can be used to expand the possibilities of film and media studies, tying the two more closely together. Christopher Rowe argues that Haneke’s practice of introducing nonfilmic media into his films is not simply an aspect of his interest in society’s oversaturation in various forms of media. Instead, the use of video, television, photography, literary voice, and other media must be understood as modes of expression that fundamentally oppose the film medium itself. The “intermedial void” is a product of the absolute incommensurability of these media forms as perceptual and affective phenomena. Close analysis of specific films shows how their relationship to noncinematic media transforms the nature of the film image, and of film spectatorship.
Book Synopsis Nazi Occultism, Jewish Mysticism, and Christian Theology in the Video Game Series Wolfenstein by : Frank G. Bosman
Download or read book Nazi Occultism, Jewish Mysticism, and Christian Theology in the Video Game Series Wolfenstein written by Frank G. Bosman and published by Rowman & Littlefield. This book was released on 2024-07-03 with total page 197 pages. Available in PDF, EPUB and Kindle. Book excerpt: The critically acclaimed if controversial game series Wolfenstein is famous for its inclusion of historical objects and figures from the realm of Nazi Occultism, including the Swastika, the Spear of Destiny, the Thule Medallion, Heinrich Himmler, Helena Blavatsky, and Karl Wiligut. The series was criticized for its alleged Nazi glorification and for completely neglecting primary victims of the Second World War, the Jewish people. But since its reboot with Wolfenstein: New Order in 2014, the series has a new, distinct filo semitic flavor, including a number of explicit Jewish characters, a playable concentration camp level, and several theological discussions on God and the existence of evil. In Nazi Occultism, Jewish Mysticism, and Christian Theology in the Video Game Series Wolfenstein, game theologian Frank G. Bosman critically examines both the Nazi occultist and Judaist inspirations and aspirations of the game series, putting forth the question if the series has not invertedly ventured into implicit antisemitic territory by including the Da’at Yichud, a fictional, ancient, and distinct Jewish organization harboring the great minds of history.
Book Synopsis Expanding Practices in Audiovisual Narrative by : Chris Hales
Download or read book Expanding Practices in Audiovisual Narrative written by Chris Hales and published by Cambridge Scholars Publishing. This book was released on 2014-10-16 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: The last twenty or so years have seen a phenomenal expansion in the variety of forms of creative and narrative audiovisual expression. The increasing role of relatively recent developments such as the internet, mobile telephony and computer gaming, which complement the narrative representation of more traditional media, seems to have acted as a catalyst to unfreeze the standard types of story form that had been appearing on screens for over a hundred years. Storytelling has taken on new forms, in the physical format(s) of the narrative material, the place or device where it is experienced, and the way it is accessed by the viewer – in particular, a viewer who might now also be a creator, modifier, or active participant in the represented audiovisual experience. Including texts by leading media scholars Erkki Huhtamo and Ryszard W. Kluszczynski, this book offers both historical and contemporary analyses of a variety of these “expanding practices in audiovisual narrative”. Chapters discuss mobile and locative (and hybrid) narrative media; the connection between computer gaming and more traditional forms of storytelling and game-playing; the use of computational algorithms to organise and access narrative content; and explain how the traditional documentary film form is being transformed by the potential of the audience to participate in, or change the form of, a non-fictional narrative. Historically, the work of Luc Courchesne and Radúz Činčera is analysed, as is the media-archaeological context of interactivity, pushing buttons, and group experiences. Narrative forms will undoubtedly continue their process of expansion and evolution, such that one can never truly represent the “state of the art” of current practice in audiovisual digital media. Nevertheless, the articles presented here offer useful source material to inform scholars and practitioners from a variety of related fields about certain historical, cultural and theoretical aspects of the evolution of the narrative form in the digital age.
Download or read book Videogames written by James Newman and published by Routledge. This book was released on 2004-07-31 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog are familiar even to those who've never been near a games console. Topics covered include: What is a videogame? Why study videogames? a brief history of videogames, from Pac-Man to Pokémon the videogame industry Who plays videogames? Are videogames bad for you? the narrative structure of videogames the future of videogames
Download or read book Too Much Fun written by Jesper Juul and published by MIT Press. This book was released on 2024-12-10 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But while it sold at least twice as many units as other home computers of its time, like the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun, Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years. First it was a serious computer, next a game computer, then a computer for technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64’s design and history, and the first to integrate US and European histories. With interviews of Commodore engineers and with its insightful look at C64 games, music, and software, from Summer Games to International Karate to Simons’ BASIC, Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer.
Download or read book Gameworlds written by Seth Giddings and published by Bloomsbury Publishing USA. This book was released on 2014-08-28 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pok�mon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.
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.
Book Synopsis The Routledge Companion to Experimental Literature by : Joe Bray
Download or read book The Routledge Companion to Experimental Literature written by Joe Bray and published by Routledge. This book was released on 2012 with total page 562 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Companion to Experimental Literature maps this expansive and multifaceted field, with essays on: the history of literary experiment from the beginning of the twentieth century to the present the impact of new media on literature, including multimodal literature, digital fiction and code poetry the development of experimental genres from graphic narratives and found poetry through to gaming and interactive fiction experimental movements from Futurism and Surrealism to Postmodernism, Avant-Pop and Flarf. Shedding new light on often critically neglected terrain, the contributors introduce this vibrant area, define its current state, and offer exciting new perspectives on its future.