Encyclopedia Of Video Games The Culture Technology And Art Of Gaming 2nd Edition 3 Volumes

Author by : Mark J. P. Wolf
Languange : en
Publisher by : ABC-CLIO
Format Available : PDF, ePub, Mobi
Total Read : 47
Total Download : 173
File Size : 47,5 Mb
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Description : 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. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games


Godwired

Author by : Rachel Wagner
Languange : en
Publisher by : Routledge
Format Available : PDF, ePub, Mobi
Total Read : 70
Total Download : 619
File Size : 44,6 Mb
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Description : Godwired offers an engaging exploration of religious practice in the digital age. It considers how virtual experiences, like stories, games and rituals, are forms of world-building or "cosmos construction" that serve as a means of making sense of our own world. Such creative and interactive activity is, arguably, patently religious. This book examines: the nature of sacred space in virtual contexts technology as a vehicle for sacred texts who we are when we go online what rituals have in common with games and how they work online what happens to community when people worship online how religious "worlds" and virtual "worlds" nurture similar desires. Rachel Wagner suggests that whilst our engagement with virtual reality can be viewed as a form of religious activity, today’s virtual religion marks a radical departure from traditional religious practice – it is ephemeral, transient, rapid, disposable, hyper-individualized, hybrid, and in an ongoing state of flux.


The Routledge Encyclopedia Of Citizen Media

Author by : Mona Baker
Languange : en
Publisher by : Routledge
Format Available : PDF, ePub, Mobi
Total Read : 91
Total Download : 262
File Size : 50,8 Mb
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Description : This is the first authoritative reference work to map the multifaceted and vibrant site of citizen media research and practice, incorporating insights from across a wide range of scholarly areas. Citizen media is a fast-evolving terrain that cuts across a variety of disciplines. It explores the physical artefacts, digital content, performative interventions, practices and discursive expressions of affective sociality that ordinary citizens produce as they participate in public life to effect aesthetic or socio-political change. The seventy-seven entries featured in this pioneering resource provide a rigorous overview of extant scholarship, deliver a robust critique of key research themes and anticipate new directions for research on a variety of topics. Cross-references and recommended reading suggestions are included at the end of each entry to allow scholars from different disciplinary backgrounds to identify relevant connections across diverse areas of citizen media scholarship and explore further avenues of research. Featuring contributions by leading scholars and supported by an international panel of consultant editors, the Encyclopedia is essential reading for undergraduate and postgraduate students as well as researchers in media studies, social movement studies, performance studies, political science and a variety of other disciplines across the humanities and social sciences. It will also be of interest to non-academics involved in activist movements and those working to effect change in various areas of social life.


Rules Of Play

Author by : Katie Salen Tekinbas
Languange : en
Publisher by : MIT Press
Format Available : PDF, ePub, Mobi
Total Read : 53
Total Download : 838
File Size : 53,7 Mb
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Description : 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 Software Encyclopedia

Author by : Anonim
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 55
Total Download : 731
File Size : 52,5 Mb
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Die Tryin

Author by : Derek A. Burrill
Languange : en
Publisher by : Peter Lang Pub Incorporated
Format Available : PDF, ePub, Mobi
Total Read : 27
Total Download : 674
File Size : 50,5 Mb
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Description : Die Tryin' traces the cultural connections between videogames, masculinity, and digital culture. It fuses feminist, psychoanalytic, Marxist, and poststructuralist theory to analyze the social imaginary that is produced by - and produces - a particular form of masculinity: boyhood. The author asserts that digital culture is a culturally and historically situated series of practices, products, and performances, all coalescing to produce a real and imagined masculinity that exists in perpetual adolescence, and is reflective of larger masculine edifices at work in politics and culture. Thus, videogames form the central object of study as consumer technologies of control and anxiety as well as possibility and subversion. Moving away from current games research, the book favors a game-specific approach that unites visual culture, cultural studies, and performance studies, instead of a sociological/structural inspection of the form.


Perceiving Play

Author by : Torill Elvira Mortensen
Languange : en
Publisher by : Peter Lang
Format Available : PDF, ePub, Mobi
Total Read : 68
Total Download : 745
File Size : 42,6 Mb
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Description : "Computer games are increasingly prevalent, and cause both curiosity and concern in the general public, so understanding these games and play is important. Game researchers need to work quickly to document, report, and analyse the effect on our modern society as an increasing amount of people make new and drastically different choices in how they spend their time. Perceiving Play: The Art and Study of Computer Games looks at the directions and findings of this research, and examines how game research integrates the studies of social science, ethnography, textual analysis and criticism, economy, law, and technology." --Book Jacket.


This Gaming Life

Author by : Jim Rossignol
Languange : en
Publisher by : University of Michigan Press
Format Available : PDF, ePub, Mobi
Total Read : 44
Total Download : 450
File Size : 55,8 Mb
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Description : Traveling to London, Seoul, and Reyjkavik, the topic of gaming and its effects on people around the world is discussed through a review of its impact on culture, technology, and education around the world.


From Sun Tzu To Xbox

Author by : Ed Halter
Languange : en
Publisher by : Public Affairs
Format Available : PDF, ePub, Mobi
Total Read : 13
Total Download : 973
File Size : 42,7 Mb
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Description : A history of the relationship between games and military culture traces gaming's origins in ancient civilizations and rise in the modern world, in an account that covers such topics as nineteenth-century Kriegspiel, the development of computers during World War II, and the invention of video games by Department of Defense-funded scientists. Original.


Good Video Games Good Learning

Author by : James Paul Gee
Languange : en
Publisher by : Peter Lang
Format Available : PDF, ePub, Mobi
Total Read : 87
Total Download : 263
File Size : 43,5 Mb
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Description : Textbook


Cd Roms In Print

Author by : Anonim
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 59
Total Download : 684
File Size : 43,7 Mb
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Choice

Author by : Anonim
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 19
Total Download : 845
File Size : 44,5 Mb
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Children Gender Video Games

Author by : Valerie Walkerdine
Languange : en
Publisher by : Palgrave MacMillan
Format Available : PDF, ePub, Mobi
Total Read : 9
Total Download : 986
File Size : 49,6 Mb
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Description : The book explores a number of debates about young children and multimedia, with particular reference to video games. It places issues of gender centrally in relation to game play and develops a relational approach to game play using an account of affect. The book places games in a global context and argues that we should not think of the economic relations as somehow remote from what happens in the micro relations of playing. It moves towards a relational approach to subjectivity and explores central issues of violence and parental regulation.


Game Sound

Author by : Canada Research Chair in Interactive Audio Karen Collins
Languange : en
Publisher by : MIT Press
Format Available : PDF, ePub, Mobi
Total Read : 34
Total Download : 890
File Size : 44,9 Mb
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Description : A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. This book introduces readers to the various aspects of game audio, from its development in early games to theoretical discussions of immersion and realism.


The Politics Of Caribbean Cyberculture

Author by : Curwen Best
Languange : en
Publisher by : Palgrave MacMillan
Format Available : PDF, ePub, Mobi
Total Read : 16
Total Download : 134
File Size : 50,8 Mb
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Description : This book covers significant new ground, examining the impact and imprint of new leading technology on a range of popular expressions. This technology includes the internet, the computer, the cell phone, television, and radio, among others. Some of the specific expressions and phenomena treated include: tourism, big budget films, sports, video games, entertainment culture, religious and gospel culture, mobile culture, popular music, writing and technology, and porn. The work shows acute awareness of the wider global contexts--social, cultural, political, and spiritual--that form the backdrop for Caribbean cultural reconfiguration. Curwen Best argues that Caribbean culture has gone wireless, virtual, and simulated in the age of the machines.


Minds In Play

Author by : Yasmin B. Kafai
Languange : en
Publisher by : Routledge
Format Available : PDF, ePub, Mobi
Total Read : 17
Total Download : 977
File Size : 52,7 Mb
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Description : Video games more than any other media have brought technology into children's homes and hearts. Educators, psychologists, and parents are struck by the quality of engagement that stands in stark contrast to children's usual interest in school homework and other activities. Whereas most research efforts have concentrated on discussing the effects of game playing, this book takes a different stance. It takes a close look at games as a context for learning by placing children in the roles of producers rather than consumers of games. Kafai presents a constructionist vision of computer-based learning activities in schools. She follows a class of sixteen fourth-grade students from an inner-city public elementary school as they were programming games in Logo to teach fractions to third graders. The children transformed their classroom into a game design studio for six months, learning programming, writing stories and dialogues, constructing representations of fractions, creating package designs and advertisements, considering interface design issues, and devising teaching strategies. In this context, programming became a medium for children's personal and creative expression; in the design of their games children engaged their fantasies and built relationships with other pockets of reality that went beyond traditional school approaches. The ideas and discussions presented in this book address educators, researchers, and software and curriculum designers interested in children's learning and thinking with educational technologies.


Library Media Connection

Author by : Anonim
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 26
Total Download : 171
File Size : 55,9 Mb
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Young Children Videos And Computer Games

Author by : Jane Wilson
Languange : en
Publisher by : Routledge
Format Available : PDF, ePub, Mobi
Total Read : 30
Total Download : 734
File Size : 40,5 Mb
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Description : Debate ranges over the effects of the growing utilization by the young of interactive screen-based technologies and the effects of these on vulnerable young chldren. This text is based on two years' research on 100 children, with entertainment screen technology in their homes, following them from home to school and examining the difference in culture in the two environments. The question is asked whether children are developing the necessary IT and other skills required from the maturing learner as we approach the 21st century. Issues such as gender, parenting, violence, censorship and the educational consequences of their screen-based experiences are at the forefront of the text's coverage.


Andrew Rollings And Ernest Adams On Game Design

Author by : Andrew Rollings
Languange : en
Publisher by : New Riders
Format Available : PDF, ePub, Mobi
Total Read : 99
Total Download : 643
File Size : 45,9 Mb
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Description : The authors discuss the four main tasks of game design--imagining a game, defining how it works, describing its internal elements, and explaining it to others.


On Numbers And Games

Author by : John H. Conway
Languange : en
Publisher by : CRC Press
Format Available : PDF, ePub, Mobi
Total Read : 31
Total Download : 404
File Size : 54,8 Mb
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Description : ONAG, as the book is commonly known, is one of those rare publications that sprang to life in a moment of creative energy and has remained influential for over a quarter of a century. Originally written to define the relation between the theories of transfinite numbers and mathematical games, the resulting work is a mathematically sophisticated but eminently enjoyable guide to game theory. By defining numbers as the strengths of positions in certain games, the author arrives at a new class, the surreal numbers, that includes both real numbers and ordinal numbers. These surreal numbers are applied in the author's mathematical analysis of game strategies. The additions to the Second Edition present recent developments in the area of mathematical game theory, with a concentration on surreal numbers and the additive theory of partizan games.


Forthcoming Books

Author by : Rose Arny
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 46
Total Download : 197
File Size : 51,8 Mb
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Gamer Theory

Author by : McKenzie Wark
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 36
Total Download : 589
File Size : 43,9 Mb
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Description : Ever get the feeling that life's a game with changing rules and no clear sides? Welcome to gamespace, the world in which we live. Where others argue obsessively over violence in games, Wark contends that digital computer games are our society's emergent cultural form, a utopian version of the world as it is. Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the imperfect gamespace of everyday life in the rat race of free-market society.


Game Over

Author by : David Sheff
Languange : en
Publisher by : Cyberactive Media Group Incorporated/Game Press
Format Available : PDF, ePub, Mobi
Total Read : 70
Total Download : 912
File Size : 42,9 Mb
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Description : How did a Japanese company that once manufactured playing cards end up capturing nearly all of America's multi-billion dollar video-game industry in the early '90s? What is it about games that feature an obstinate ape ("Donkey Kong") and an intrepid plumber ("Super Mario Bros.") that make them so addictive to consumers of all ages? And was it inventive genius or business hardball that enabled Nintendo to gross more after taxes in 1992 than Apple, IBM, Microsoft or all the major U.S. film studios combined?


Interface Culture

Author by : Stephen Johnson
Languange : en
Publisher by : HarperOne
Format Available : PDF, ePub, Mobi
Total Read : 82
Total Download : 512
File Size : 50,6 Mb
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Description : "As our machines are increasingly jacked into global networks of information, it becomes more and more difficult to imagine the dataspace at our fingertips, to picture all that complexity in our mind's eye . . . Representing all that information is going to require a new visual language, as complex and meaningful as the great metropolitan narratives of the 19th-century novel."--from Interface Culture In this hip, erudite manifesto, Steven Johnson--one of the most influential people in cyberspace, according to Newsweek bridges the gap that yawns between technology and the arts. Drawing on his own expertise in the humanities and on the Web, he not only demonstrates how interfaces--those buttons, graphics and words on the screen through which we control information--influence our daily lives, but also tracks their roots back to Victorian novels, early cinema and even medieval urban planning. The result is a lush cultural and historical tableau in which today's interfaces take their rightful place in the lineage of artistic innovation. With Interface Culture, Johnson brilliantly charts the vital role interface design plays in modern society. Just as the great novels of Melville, Dickens and Zola explain a rapidly industralizing society to itself, he argues, web sites, Microsoft Bob, flying toasters and the landscapes of video games tell the digital society how to imagine itself and how to get around in cyberspace's unfamiliar realm. The role once played by novelists is now fulfilled by the interface designer, who has bridged the gap between technology and everyday life by providing a conceptual framework for the vast amounts of information and computation that surround us. Johnson boldly explores the past--a terrain few tech thinkers have dared enter, and one that throws dazzling light on the modern interface's roots. From the great cathedrals of the Middle Ages to the rise of perspective drawing in the Renaissance, from Enlightenment satire to the golden age of television, Interface Culture uses a wealth of venerable "interface innovation" to place newfangled creations like Windows 95 and the Web in a rich historical context. Controversial, clear-sighted and challenging, Interface Culture also looks at the future--from what PC screens will look like in 10 years to how new interfaces will alter the style of our conversation, prose and thoughts. With a distinctively accessible style, Interface Culture brings new intellectual depth to the vital discussion of how technology has transformed society, and is sure to provoke wide debate in both literary and technological circles.


The Queer Encyclopedia Of The Visual Arts

Author by : Claude J. Summers
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 98
Total Download : 265
File Size : 52,9 Mb
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Description : Assembled by the editors of glbtq.com, the online encyclopedia of gay, lesbian, bisexual, and transgender art, music and popular culture, this print version of the popular reference to gay life and culture includes more than two hundred entries. Original.


Game Boys

Author by : Michael Kane
Languange : en
Publisher by : Viking Adult
Format Available : PDF, ePub, Mobi
Total Read : 76
Total Download : 465
File Size : 50,7 Mb
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Description : A look at the darker side of the competitive video-game industry traces the rivalries between companies, describes the world of professional elite players, and evaluates gaming as a big-money intersection between business and pop culture.


Terminal Identity

Author by : Scott Bukatman
Languange : en
Publisher by : Durham : Duke University Press
Format Available : PDF, ePub, Mobi
Total Read : 15
Total Download : 998
File Size : 49,8 Mb
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Description : Scott Bukatman's Terminal Identity—referring to both the site of the termination of the conventional "subject" and the birth of a new subjectivity constructed at the computer terminal or television screen--puts to rest any lingering doubts of the significance of science fiction in contemporary cultural studies. Demonstrating a comprehensive knowledge, both of the history of science fiction narrative from its earliest origins, and of cultural theory and philosophy, Bukatman redefines the nature of human identity in the Information Age. Drawing on a wide range of contemporary theories of the postmodern—including Fredric Jameson, Donna Haraway, and Jean Baudrillard—Bukatman begins with the proposition that Western culture is suffering a crisis brought on by advanced electronic technologies. Then in a series of chapters richly supported by analyses of literary texts, visual arts, film, video, television, comics, computer games, and graphics, Bukatman takes the reader on an odyssey that traces the postmodern subject from its current crisis, through its close encounters with technology, and finally to new self-recognition. This new "virtual subject," as Bukatman defines it, situates the human and the technological as coexistent, codependent, and mutally defining. Synthesizing the most provocative theories of postmodern culture with a truly encyclopedic treatment of the relevant media, this volume sets a new standard in the study of science fiction—a category that itself may be redefined in light of this work. Bukatman not only offers the most detailed map to date of the intellectual terrain of postmodern technology studies—he arrives at new frontiers, providing a propitious launching point for further inquiries into the relationship of electronic technology and culture.