An Exploration Of Space 1999 Through The Lens Of Video Games Payne 1999

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An Exploration of Space 1999 Through the Lens of Video Games: Payne 1999

Author : John K. Balor
Publisher : Lulu.com
Page : 742 pages
File Size : 49,8 Mb
Release : 2019-07-02
Category : Electronic
ISBN : 9780359766789

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An Exploration of Space 1999 Through the Lens of Video Games: Payne 1999 by John K. Balor Pdf

This book contains transcripts from Online Alpha discussions where the video game PAYNE 1999, game theory and game-study theories are used for analysing and commenting on problems of conflict and cooperation in SPACE 1999. The discussions build on more than a decade of conversations and debate about PAYNE 1999, and the aim of the book is to put the various threads together while also developing new ideas and providing direction for further investigations. The book has been developed on an idealistic basis, and it is sold at the lowest price the publisher was willing to accept. A free e-book version can be downloaded at www.lulu.com.

Cosmos 1999 - The Third Year of Space 1999

Author : John K. Balor
Publisher : Lulu.com
Page : 742 pages
File Size : 54,8 Mb
Release : 2019-07-10
Category : Electronic
ISBN : 9780359780679

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Cosmos 1999 - The Third Year of Space 1999 by John K. Balor Pdf

What does Gerry Anderson's television series SPACE 1999 have in common with Carl Sagan's award-winning television documentary COSMOS? Not very much, one might expect, but this book documents an Online Alpha discussion where fans of the science fiction series discuss and debate differences and similarities from a wide range of perspectives, some of them arguing that two series may be so closely connected that it might be natural to think of COSMOS as the third year of SPACE 1999. This book is written on an idealistic basis. It is sold at the lowest price the publisher was willing to accept. A free e-book version can be downloaded at www.lulu.com.

An Exploration of Space 1999 Through the Lens of Fan Fiction: Forever Alpha

Author : John K. Balor
Publisher : Lulu.com
Page : 575 pages
File Size : 49,8 Mb
Release : 2019-07-10
Category : Electronic
ISBN : 9780359780471

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An Exploration of Space 1999 Through the Lens of Fan Fiction: Forever Alpha by John K. Balor Pdf

An essential introduction to a rapidly growing field of study, AN EXPLORATION OF ?SPACE: 1999? THROUGH THE LENS OF FAN FICTION gathers in one place the complete 2015-16 Online Alpha discussion of the SPACE: 1999 fan fiction corpus, with a focus on the FOREVER ALPHA fan fiction series. Collected here are central viewpoints and arguments by Online Alpha discussants that have dominated Online Alpha debates in recent years. Editor John K. Balor provides a cogent introduction that places each piece in its historical and intellectual context, mapping the discussion and suggesting future trajectories. The book has been developed on an idealistic basis. It is sold at the lowest price the publisher was willing to accept. A free e-book version can be downloaded at www.lulu.com.

Rerolling Boardgames

Author : Douglas Brown,Esther MacCallum-Stewart
Publisher : McFarland
Page : 228 pages
File Size : 50,6 Mb
Release : 2020-08-27
Category : Games & Activities
ISBN : 9781476670799

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Rerolling Boardgames by Douglas Brown,Esther MacCallum-Stewart Pdf

Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play.

Silent Hill

Author : Bernard Perron
Publisher : University of Michigan Press
Page : 171 pages
File Size : 46,6 Mb
Release : 2012-01-03
Category : Games & Activities
ISBN : 9780472051625

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Silent Hill by Bernard Perron Pdf

The second entry in the Landmark Video Games series

Best. Movie. Year. Ever.

Author : Brian Raftery
Publisher : Simon & Schuster
Page : 416 pages
File Size : 52,7 Mb
Release : 2020-03-31
Category : Performing Arts
ISBN : 9781501175398

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Best. Movie. Year. Ever. by Brian Raftery Pdf

From a veteran culture writer and modern movie expert, a celebration and analysis of the movies of 1999—“a terrifically fun snapshot of American film culture on the brink of the Millennium….An absolute must for any movie-lover or pop-culture nut” (Gillian Flynn). In 1999, Hollywood as we know it exploded: Fight Club. The Matrix. Office Space. Election. The Blair Witch Project. The Sixth Sense. Being John Malkovich. Star Wars: The Phantom Menace. American Beauty. The Virgin Suicides. Boys Don’t Cry. The Best Man. Three Kings. Magnolia. Those are just some of the landmark titles released in a dizzying movie year, one in which a group of daring filmmakers and performers pushed cinema to new limits—and took audiences along for the ride. Freed from the restraints of budget, technology, or even taste, they produced a slew of classics that took on every topic imaginable, from sex to violence to the end of the world. The result was a highly unruly, deeply influential set of films that would not only change filmmaking, but also give us our first glimpse of the coming twenty-first century. It was a watershed moment that also produced The Sopranos; Apple’s AirPort; Wi-Fi; and Netflix’s unlimited DVD rentals. “A spirited celebration of the year’s movies” (Kirkus Reviews), Best. Movie. Year. Ever. is the story of not just how these movies were made, but how they re-made our own vision of the world. It features more than 130 new and exclusive interviews with such directors and actors as Reese Witherspoon, Edward Norton, Steven Soderbergh, Sofia Coppola, David Fincher, Nia Long, Matthew Broderick, Taye Diggs, M. Night Shyamalan, David O. Russell, James Van Der Beek, Kirsten Dunst, the Blair Witch kids, the Office Space dudes, the guy who played Jar-Jar Binks, and dozens more. It’s “the complete portrait of what it was like to spend a year inside a movie theater at the best possible moment in time” (Chuck Klosterman).

Video Games as Culture

Author : Daniel Muriel,Garry Crawford
Publisher : Routledge
Page : 194 pages
File Size : 51,7 Mb
Release : 2018-03-14
Category : Social Science
ISBN : 9781317223924

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Video Games as Culture by Daniel Muriel,Garry Crawford Pdf

Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

Game Research Methods: An Overview

Author : Patri Lankoski,Staffan Björk,et al.
Publisher : Lulu.com
Page : 374 pages
File Size : 53,5 Mb
Release : 2015
Category : Education
ISBN : 9781312884731

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Game Research Methods: An Overview by Patri Lankoski,Staffan Björk,et al. Pdf

"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.

Playing the Past

Author : Zach Whalen,Laurie N. Taylor
Publisher : Unknown
Page : 286 pages
File Size : 43,9 Mb
Release : 2008
Category : Games & Activities
ISBN : 0826516017

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Playing the Past by Zach Whalen,Laurie N. Taylor Pdf

Playing the Past brings together a group of interdisciplinary scholars to examine the complementary notions of history and nostalgia as they are expressed through video games and in gaming culture. The scope of these related concepts moves from the personal to the cultural, and essays in this collection address video game nostalgia as both an individual and societal phenomenon, connecting the fond memories many of us have of classic gaming to contemporary representations of historical periods and events in video games. From Ms. Pac-Man and Space Invaders to Call of Duty and JFK: Reloaded, the games many of us have played since childhood inform how we see the world today, and the games we make and play today help us communicate ideas about real world history. By focusing on specific games, historical periods and media ecologies, these essays collectively take an in depth look at the related topics of nostalgia for classic gaming, gaming and histories of other media, and representations of real history in video games.

Video Game Spaces

Author : Michael Nitsche
Publisher : MIT Press
Page : 315 pages
File Size : 42,5 Mb
Release : 2008-12-05
Category : Games & Activities
ISBN : 9780262293013

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Video Game Spaces by Michael Nitsche Pdf

An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

The High Sierra

Author : Claude Fiddler
Publisher : Chronicle Books (CA)
Page : 142 pages
File Size : 54,8 Mb
Release : 1995
Category : History
ISBN : STANFORD:36105028802564

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The High Sierra by Claude Fiddler Pdf

Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions

Author : Antonio José Planells de la Maza
Publisher : Lulu.com
Page : 270 pages
File Size : 49,6 Mb
Release : 2017-11-21
Category : Electronic
ISBN : 9781387386420

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Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions by Antonio José Planells de la Maza Pdf

In current digital games, classic fictional worlds are transformed into ludofictional worlds, spaces rich in characters and emotions that are especially affected by the intervention of a player. In this book, we propose a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems.

Architectonics of Game Spaces

Author : Andri Gerber,Ulrich Götz
Publisher : Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
Page : 346 pages
File Size : 53,6 Mb
Release : 2019-10
Category : Electronic
ISBN : 3837648028

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Architectonics of Game Spaces by Andri Gerber,Ulrich Götz Pdf

What consequences does the design of the virtual yield for architecture and to what extent can architecture be used to turn game-worlds into sustainable places in "reality"? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with architecture.

Cybertext

Author : Espen J. Aarseth
Publisher : JHU Press
Page : 222 pages
File Size : 50,7 Mb
Release : 1997-09-11
Category : Literary Criticism
ISBN : 0801855799

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Cybertext by Espen J. Aarseth Pdf

Do the rapidly expanding genres of digital literature mean that the narrative mode--novels, films, television drama--is losing its dominant position in our culture? Author Espen Aarseth eases our fears of literary loss (at least temporarily) by pointing out that electronic text requires an interactive response to generate a literary sequence. Where's the fun if you have to write your own ending? 21 illustrations.

Artificial Intelligence and Games

Author : Georgios N. Yannakakis,Julian Togelius
Publisher : Springer
Page : 337 pages
File Size : 50,5 Mb
Release : 2018-02-17
Category : Computers
ISBN : 9783319635194

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Artificial Intelligence and Games by Georgios N. Yannakakis,Julian Togelius Pdf

This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.