Analog Game Studies Volume Iii

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Analog Game Studies: Volume III

Author : Evan Torner,Aaron Trammell,Emma Leigh Waldron
Publisher : Lulu.com
Page : 348 pages
File Size : 50,6 Mb
Release : 2019-02-05
Category : Education
ISBN : 9780359383979

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Analog Game Studies: Volume III by Evan Torner,Aaron Trammell,Emma Leigh Waldron Pdf

Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies.

Analog Game Studies: Volume I

Author : Aaron Trammell,Evan Torner,Emma Leigh Waldron
Publisher : Lulu.com
Page : 218 pages
File Size : 50,6 Mb
Release : 2016-06-21
Category : Education
ISBN : 9781365015472

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Analog Game Studies: Volume I by Aaron Trammell,Evan Torner,Emma Leigh Waldron Pdf

Analog Game Studiesis a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more.Analog Game Studieswas founded to reserve a space for scholarship on analog games in the wider field of game studies."

Board Games as Media

Author : Paul Booth
Publisher : Bloomsbury Academic
Page : 297 pages
File Size : 53,7 Mb
Release : 2021-01-14
Category : Games & Activities
ISBN : 9781501357176

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Board Games as Media by Paul Booth Pdf

Leading expert Paul Booth explores the growth in popularity of board games today, and unpacks what it means to read a board game. What does a game communicate? How do games play us? And how do we decide which games to play and which are just wastes of cardboard? With little scholarly research in this still-emerging field, Board Games as Media underscores the importance of board games in the ever-evolving world of media.

Analog Game Studies: Volume II

Author : Aaron Trammell,Evan Torner,Emma Leigh Waldron
Publisher : Lulu.com
Page : 264 pages
File Size : 46,8 Mb
Release : 2017-05-05
Category : Education
ISBN : 9781365640933

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Analog Game Studies: Volume II by Aaron Trammell,Evan Torner,Emma Leigh Waldron Pdf

Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies.

Analog Game Studies

Author : Aaron Trammell,Evan Torner,Emma Leigh Waldron
Publisher : Unknown
Page : 128 pages
File Size : 51,8 Mb
Release : 2016
Category : Games
ISBN : OCLC:960689177

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Analog Game Studies by Aaron Trammell,Evan Torner,Emma Leigh Waldron Pdf

"Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies"--Publisher's web site.

Tabletop

Author : Drew Davidson,Greg Costikyan
Publisher : Lulu.com
Page : 207 pages
File Size : 52,8 Mb
Release : 2011
Category : Education
ISBN : 9781257870608

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Tabletop by Drew Davidson,Greg Costikyan Pdf

In this volume, people of diverse backgrounds talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles.

Analog Game Studies: Volume IV

Author : Evan Torner,Aaron Trammell,Emma Leigh Waldron,Shelly Jones
Publisher : Lulu.com
Page : 262 pages
File Size : 46,9 Mb
Release : 2024-06-17
Category : Electronic
ISBN : 9781678151065

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Analog Game Studies: Volume IV by Evan Torner,Aaron Trammell,Emma Leigh Waldron,Shelly Jones Pdf

Role-Playing Game Studies

Author : Sebastian Deterding,José Zagal
Publisher : Routledge
Page : 484 pages
File Size : 44,6 Mb
Release : 2018-04-17
Category : Games & Activities
ISBN : 9781317268314

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Role-Playing Game Studies by Sebastian Deterding,José Zagal Pdf

This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.

Games | Game Design | Game Studies

Author : Gundolf S. Freyermuth
Publisher : Fuego
Page : 233 pages
File Size : 42,5 Mb
Release : 2016-03-18
Category : Computers
ISBN : 9783862871773

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Games | Game Design | Game Studies by Gundolf S. Freyermuth Pdf

How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies.

Gaming the Stage

Author : Gina Bloom
Publisher : University of Michigan Press
Page : 305 pages
File Size : 44,5 Mb
Release : 2018-07-10
Category : Literary Criticism
ISBN : 9780472053810

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Gaming the Stage by Gina Bloom Pdf

Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playing a game were similar experiences. Audiences did not just see a play; they were encouraged to play the play, and knowledge of gaming helped them become better theatergoers. Examining dramas written for these theaters alongside evidence of analog games popular then and today, Bloom argues for games as theatrical media and theater as an interactive gaming technology. Gaming the Stage also introduces a new archive for game studies: scenes of onstage gaming, which appear at climactic moments in dramatic literature. Bloom reveals plays to be systems of information for theater spectators: games of withholding, divulging, speculating, and wagering on knowledge. Her book breaks new ground through examinations of plays such as The Tempest, Arden of Faversham, A Woman Killed with Kindness, and A Game at Chess; the histories of familiar games such as cards, backgammon, and chess; less familiar ones, like Game of the Goose; and even a mixed-reality theater videogame.

Playing Nature

Author : Alenda Y. Chang
Publisher : U of Minnesota Press
Page : 281 pages
File Size : 48,8 Mb
Release : 2019-12-31
Category : Games & Activities
ISBN : 9781452962269

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Playing Nature by Alenda Y. Chang Pdf

A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.

Immersive Gameplay

Author : Evan Torner,William J. White
Publisher : McFarland
Page : 231 pages
File Size : 53,7 Mb
Release : 2014-01-10
Category : Games & Activities
ISBN : 9780786492374

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Immersive Gameplay by Evan Torner,William J. White Pdf

This collection of all-new essays approaches the topic of immersion as a product of social and media relations. Examining the premises and aesthetics of live-action and tabletop role-playing games, reality television, social media apps and first-person shooters, the essays take both game rules and the media discourse that games produce as serious objects of study. Scholars of social psychology, sociology, role-playing theory, game studies, and television studies all examine games and game-like environments like reality shows as interdependent sites of social friction and power negotiation. The ten essays articulate the importance of game rules in analyses of media products, and demonstrate methods that allow game rules to be seen in action during the process of play.

Storytelling in the Modern Board Game

Author : Marco Arnaudo
Publisher : McFarland
Page : 233 pages
File Size : 52,6 Mb
Release : 2018-08-28
Category : Games & Activities
ISBN : 9781476633602

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Storytelling in the Modern Board Game by Marco Arnaudo Pdf

Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.

Watch Us Roll

Author : Shelly Jones
Publisher : McFarland
Page : 227 pages
File Size : 41,7 Mb
Release : 2021-08-03
Category : Games & Activities
ISBN : 9781476643434

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Watch Us Roll by Shelly Jones Pdf

Actual play is a movement within role-playing gaming in which players livestream their gameplay for others to watch and enjoy. This new medium has allowed the playing of games to become a digestible, consumable text for individuals to watch, enjoy, learn from, and analyze. Bridging the gap between the analog and the digital, actual play is changing and challenging our expectations of tabletop role-playing and providing a space for new scholarship. This edited collection of essays focuses on Dungeons and Dragons actual play and examines this phenomenon from a variety of different disciplinary approaches. Authors explore how to define actual play, how fans interact with and affect the narrative and gameplay of actual play, the diversity of gamers (or lack thereof) within actual play media, and how audiences can use actual play media for more than mere entertainment.

Game Time

Author : Christopher Hanson
Publisher : Indiana University Press
Page : 296 pages
File Size : 40,8 Mb
Release : 2018-03-08
Category : Games & Activities
ISBN : 9780253032843

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Game Time by Christopher Hanson Pdf

Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating... Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles--including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.