The Game Culture Reader

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Publisher : Cambridge Scholars Publishing
ISBN 13 : 1443864374
Total Pages : 285 pages
Book Rating : 4.4/5 (438 download)

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Book Synopsis The Game Culture Reader by : Jason Thompson

Download or read book The Game Culture Reader written by Jason Thompson and published by Cambridge Scholars Publishing. This book was released on 2014-07-18 with total page 285 pages. Available in PDF, EPUB and Kindle. Book excerpt: In The Game Culture Reader, editors Jason C. Thompson and Marc A. Ouellette propose that Game Studies—that peculiar multi-, inter-, and trans-disciplinary field wherein international researchers from such diverse areas as rhetoric, computer science, literary studies, culture studies, psychology, media studies and so on come together to study the production, distribution, and consumption of games—has reached an unproductive stasis. Its scholarship remains either divided (as in the narratologists versus ludologists debate) or indecisive (as in its frequently apolitical stances on play and fandom). Thompson and Ouellette firmly hold that scholarship should be distinguished from the repetitively reductive commonplaces of violence, sexism, and addiction. In other words, beyond the headline-friendly modern topoi that now dominate the discourse of Game Studies, what issues, approaches, and insights are being, if not erased, then displaced? This volume gathers together a host of scholars from different countries, institutions, disciplines, departments, and ranks, in order to present original and evocative scholarship on digital game culture. Collectively, the contributors reject the commonplaces that have come to define digital games as apolitical or as somehow outside of the imbricated processes of cultural production that govern the medium itself. As an alternative, they offer essays that explore video game theory, ludic spaces and temporalities, and video game rhetorics. Importantly, the authors emphasize throughout that digital games should be understood on their own terms: literally, this assertion necessitates the serious reconsideration of terms borrowed from other academic disciplines; figuratively, the claim embeds the embrace of game play in the continuing investigation of digital games as cultural forms. Put another way, by questioning the received wisdom that would consign digital games to irrelevant spheres of harmless child’s play or of invidious mass entertainment, the authors productively engage with ludic ambiguities.

The Computer Culture Reader

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Publisher : Cambridge Scholars Publishing
ISBN 13 : 1443806668
Total Pages : 310 pages
Book Rating : 4.4/5 (438 download)

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Book Synopsis The Computer Culture Reader by : Joseph R. Chaney

Download or read book The Computer Culture Reader written by Joseph R. Chaney and published by Cambridge Scholars Publishing. This book was released on 2009-03-26 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Computer Culture Reader brings together a multi-disciplinary group of scholars to probe the underlying structures and overarching implications of the ways in which people and computers collaborate in the production of meaning. The contributors navigate the heady and sometimes terrifying atmosphere surrounding the digital revolution in an attempt to take its measure through examinations of community and modes of communication, representation, information-production, learning, work, and play. The authors address questions of art, reality, literacy, history, heroism, commerce, crime, and death, as well as specific technologies ranging from corporate web portals and computer games to social networking applications and virtual museums. In all, the essayists work around and through the notion that the desire to communicate is at the heart of the digital age, and that the opportunity for private and public expression has taken a commanding hold on the modern imagination. The contributors argue, ultimately, that the reference field for the technological and cultural changes at the root of the digital revolution extends well beyond any specific locality, nationality, discourse, or discipline. Consequently, this volume advocates for an adaptable perspective that delivers new insights about the robust and fragile relationships between computers and people.

Play Between Worlds

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Publisher : MIT Press
ISBN 13 : 0262250543
Total Pages : 206 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Play Between Worlds by : T. L. Taylor

Download or read book Play Between Worlds written by T. L. Taylor and published by MIT Press. This book was released on 2009-02-13 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.

Digital Culture, Play, and Identity

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Publisher : MIT Press
ISBN 13 : 0262033704
Total Pages : 313 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Digital Culture, Play, and Identity by : Hilde Corneliussen

Download or read book Digital Culture, Play, and Identity written by Hilde Corneliussen and published by MIT Press. This book was released on 2008 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted.The contributors examine the ways that gameworlds reflect the real world - exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character - both players' identification with their characters and the game's culture of naming characters." -- BOOK JACKET.

Change the Culture, Change the Game

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Publisher : Penguin
ISBN 13 : 1591845394
Total Pages : 241 pages
Book Rating : 4.5/5 (918 download)

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Book Synopsis Change the Culture, Change the Game by : Roger Connors

Download or read book Change the Culture, Change the Game written by Roger Connors and published by Penguin. This book was released on 2012-06-26 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: A fully revised and updated installment from the bestselling author of The Oz Principle Series. Two-time New York Times bestselling authors Roger Connors and Tom Smith show how leaders can achieve record-breaking results by quickly and effectively shaping their organizational culture to capitalize on their greatest asset-their people. Change the Culture, Change the Game joins their classic book, The Oz Principle, and their recent bestseller, How Did That Happen?, to complete the most comprehensive series ever written on workplace accountability. Based on an earlier book, Journey to the Emerald City, this fully revised installment captures what the authors have learned while working with the hundreds of thousands of people on using organizational culture as a strategic advantage.

Rules of Play

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Publisher : MIT Press
ISBN 13 : 9780262240451
Total Pages : 680 pages
Book Rating : 4.2/5 (44 download)

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Book Synopsis Rules of Play by : Katie Salen Tekinbas

Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

The Video Game Theory Reader

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Publisher : Routledge
ISBN 13 : 1135205191
Total Pages : 369 pages
Book Rating : 4.1/5 (352 download)

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

Download or read book The Video Game Theory Reader written by Mark J.P. Wolf and published by Routledge. This book was released on 2013-10-08 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.

The Player of Games

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Publisher : Orbit
ISBN 13 : 0316095869
Total Pages : 281 pages
Book Rating : 4.3/5 (16 download)

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Book Synopsis The Player of Games by : Iain M. Banks

Download or read book The Player of Games written by Iain M. Banks and published by Orbit. This book was released on 2009-12-01 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Culture — a human/machine symbiotic society — has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game. . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life — and very possibly his death. The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata

The State of Play

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Publisher : Seven Stories Press
ISBN 13 : 1609806409
Total Pages : 204 pages
Book Rating : 4.6/5 (98 download)

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Book Synopsis The State of Play by : Daniel Goldberg

Download or read book The State of Play written by Daniel Goldberg and published by Seven Stories Press. This book was released on 2015-10-20 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: FEATURING: IAN BOGOST - LEIGH ALEXANDER - ZOE QUINN - ANITA SARKEESIAN & KATHERINE CROSS - IAN SHANAHAN - ANNA ANTHROPY - EVAN NARCISSE - HUSSEIN IBRAHIM - CARA ELLISON & BRENDAN KEOGH - DAN GOLDING - DAVID JOHNSTON - WILLIAM KNOBLAUCH - MERRITT KOPAS - OLA WIKANDER The State of Play is a call to consider the high stakes of video game culture and how our digital and real lives collide. Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics. The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything. The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time. "If you want to explain to anyone why videogames are worth caring about, this is a single volume primer on where we are, how we got here and where we're going next. In every way, this is the state of play." —Kieron Gillen, author of The Wicked + the Divine, co-founder of Rock Paper Shotgun

Popular Culture

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Publisher : SAGE
ISBN 13 : 9780761974727
Total Pages : 564 pages
Book Rating : 4.9/5 (747 download)

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Book Synopsis Popular Culture by : Raiford Guins

Download or read book Popular Culture written by Raiford Guins and published by SAGE. This book was released on 2005-05 with total page 564 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The selection of essays here is outstanding. The Reader is particularly strong in bridging between founding figures and cutting edge work by newer writers."- Henry Jenkins, MIT "An extraordinarily well considered selection of articles and essays, arranged with skill and style." - Charlie Blake, University College NorthamptonPopular Culture: A Reader helps students understand the pervasive role of popular culture and the processes that constitute it as a product of industry, an intellectual object of inquiry and an integral component of all our lives.The volume is divided into 7 thematic sections, and each section is preceded by an introduction which engages with, and critiques, the chapters that follow. The book contains: Classic writings from all the ′big names′ including Raymond Williams, Stuart Hall, Walter Benjamin, Theodor Adorno, Frederic Jameson, Dick Hebdige, Angela McRobbie, Paul Gilroy and many more. Contemporary cultural references throughout - this is not simply an historical account. Pieces drawing on diverse national, disciplinary and subdisciplinary contexts. Sensitivity to issues of gender, race and sexuality. This reader is a key resource for students of media and communication studies, cultural studies, and the sociology of the media.

The Korean Popular Culture Reader

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Publisher : Duke University Press
ISBN 13 : 082237756X
Total Pages : 471 pages
Book Rating : 4.8/5 (223 download)

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Book Synopsis The Korean Popular Culture Reader by : Kyung Hyun Kim

Download or read book The Korean Popular Culture Reader written by Kyung Hyun Kim and published by Duke University Press. This book was released on 2014-03-07 with total page 471 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the past decade, Korean popular culture has become a global phenomenon. The "Korean Wave" of music, film, television, sports, and cuisine generates significant revenues and cultural pride in South Korea. The Korean Popular Culture Reader provides a timely and essential foundation for the study of "K-pop," relating the contemporary cultural landscape to its historical roots. The essays in this collection reveal the intimate connections of Korean popular culture, or hallyu, to the peninsula's colonial and postcolonial histories, to the nationalist projects of the military dictatorship, and to the neoliberalism of twenty-first-century South Korea. Combining translations of seminal essays by Korean scholars on topics ranging from sports to colonial-era serial fiction with new work by scholars based in fields including literary studies, film and media studies, ethnomusicology, and art history, this collection expertly navigates the social and political dynamics that have shaped Korean cultural production over the past century. Contributors. Jung-hwan Cheon, Michelle Cho, Youngmin Choe, Steven Chung, Katarzyna J. Cwiertka, Stephen Epstein, Olga Fedorenko, Kelly Y. Jeong, Rachael Miyung Joo, Inkyu Kang, Kyu Hyun Kim, Kyung Hyun Kim, Pil Ho Kim, Boduerae Kwon, Regina Yung Lee, Sohl Lee, Jessica Likens, Roald Maliangkay, Youngju Ryu, Hyunjoon Shin, Min-Jung Son, James Turnbull, Travis Workman

The Tabloid Culture Reader

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Publisher : McGraw-Hill Education (UK)
ISBN 13 : 0335219314
Total Pages : 401 pages
Book Rating : 4.3/5 (352 download)

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Book Synopsis The Tabloid Culture Reader by : Biressi, Anita

Download or read book The Tabloid Culture Reader written by Biressi, Anita and published by McGraw-Hill Education (UK). This book was released on 2007-12-01 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Tabloid Culture Reader provides an accessible and useful introduction to the field.

The Auditory Culture Reader

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Publisher : Routledge
ISBN 13 : 1000184900
Total Pages : 487 pages
Book Rating : 4.0/5 (1 download)

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Book Synopsis The Auditory Culture Reader by : Michael Bull

Download or read book The Auditory Culture Reader written by Michael Bull and published by Routledge. This book was released on 2020-05-31 with total page 487 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first edition of The Auditory Culture Reader offered an introduction to both classical and recent work on auditory culture, laying the foundations for new academic research in sound studies. Today, interest and research on sound thrives across disciplines such as music, anthropology, geography, sociology and cultural studies as well as within the new interdisciplinary sphere of sound studies itself. This second edition reflects on the changes to the field since the first edition and offers a vast amount of new content, a user-friendly organization which highlights key themes and concepts, and a methodologies section which addresses practical questions for students setting out on auditory explorations. All essays are accessible to non-experts and encompass scholarship from leading figures in the field, discussing issues relating to sound and listening from the broadest set of interdisciplinary perspectives. Inspiring students and researchers attentive to sound in their work, newly-commissioned and classical excerpts bring urban research and ethnography alive with sensory case studies that open up a world beyond the visual. This book is core reading for all courses that cover the role of sound in culture, within sound studies, anthropology, sociology, cultural studies, history, media studies and urban geography.

The Feminism and Visual Culture Reader

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Publisher : Psychology Press
ISBN 13 : 9780415267052
Total Pages : 596 pages
Book Rating : 4.2/5 (67 download)

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Book Synopsis The Feminism and Visual Culture Reader by : Amelia Jones

Download or read book The Feminism and Visual Culture Reader written by Amelia Jones and published by Psychology Press. This book was released on 2003 with total page 596 pages. Available in PDF, EPUB and Kindle. Book excerpt: Challenging the notion of feminism as a unified discourse, this book assembles writings that address art, film, architecture, popular culture, new media, and other visual fields from a feminist perspective. The book combines classic texts with six newly commissioned pieces. Articles are grouped into thematic sections, each introduced by the editor. Providing a framework within which to understand the shifts in feminist thinking in visual studies, as well as an overview of major feminist theories of the visual, this reader also explores how issues of race, class, nationality, and sexuality enter into debates about feminism in the field of the visual. -- book cover.

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.

The Gender and Consumer Culture Reader

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Author :
Publisher : NYU Press
ISBN 13 : 0814781314
Total Pages : 401 pages
Book Rating : 4.8/5 (147 download)

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Book Synopsis The Gender and Consumer Culture Reader by : Jennifer Scanlon

Download or read book The Gender and Consumer Culture Reader written by Jennifer Scanlon and published by NYU Press. This book was released on 2000-08 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this consumer culture studies anthology, 23 reprinted essays (1934-98) consider both the empowering and disempowering elements of consumerism. In her introduction, Scanlon (women's studies, Plattsburgh State U. of New York) views consumer culture as a collaborative process, not simply a matter of perpetrators and victims. The themes the essays address are: stretching the boundaries of the domestic sphere; you are what you buy; the message makers; and sexuality, pleasure and resistance in consumer culture. The book features bandw illustrations promoting the cults of domesticity and identity through proper consumption. It lacks an index. c. Book News Inc.

The Children's Culture Reader

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Author :
Publisher : NYU Press
ISBN 13 : 0814743455
Total Pages : 542 pages
Book Rating : 4.8/5 (147 download)

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Book Synopsis The Children's Culture Reader by : Henry Jenkins

Download or read book The Children's Culture Reader written by Henry Jenkins and published by NYU Press. This book was released on 1998-10-01 with total page 542 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examines children as creative and critical thinkers who shape society even as it shapes them Every major political and social dispute of the twentieth century has been fought on the backs of our children, from the economic reforms of the progressive era through the social readjustments of civil rights era and on to the current explosion of anxieties about everything from the national debt to the digital revolution. Far from noncombatants whom we seek to protect from the contamination posed by adult knowledge, children form the very basis on which we fight over the nature and values of our society, and over our hopes and fears for the future. Unfortunately, our understanding of childhood and children has not kept pace with their crucial and rapidly changing roles in our culture. Pulling together a range of different thinkers who have rethought the myths of childhood innocence, The Children's Culture Reader develops a profile of children as creative and critical thinkers who shape society even as it shapes them. Representing a range of thinking from history, psychology, anthropology, sociology, economics, women's studies, literature, and media studies, The Children's Culture Reader focuses on issues of parent-child relations, child labor, education, play, and especially the relationship of children to mass media and consumer culture. The contributors include Martha Wolfenstein, Philippe Aries, Jacqueline Rose, James Kincaid, Lynn Spigel, Valerie Walkerdine, Ellen Seiter, Annette Kuhn, Eve Sedgwick, Henry Giroux, and Nancy Scheper-Hughes. Including a groundbreaking introduction by the editor and a sourcebook section which excerpts a range of material from popular magazines to child rearing guides from the past 75 years, The Children's Culture Reader will propel our understanding of children and childhood into the next century.