Cultural Perspectives Of Video Games From Desiger To Player

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Cultural Perspectives of Video Games: From Desiger to Player

Author : Anonim
Publisher : BRILL
Page : 207 pages
File Size : 41,5 Mb
Release : 2020-09-25
Category : Social Science
ISBN : 9781848881617

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Cultural Perspectives of Video Games: From Desiger to Player by Anonim Pdf

Understanding that video games are a fundamentally human creation, in this volume international scholars, designers, developers, and most importantly gamers, share with us their common connection though video game culture.

Exploring Videogames: Culture, Design and Identity

Author : Nick Webber,Daniel Riha
Publisher : BRILL
Page : 189 pages
File Size : 55,9 Mb
Release : 2019-01-04
Category : Social Science
ISBN : 9781848882409

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Exploring Videogames: Culture, Design and Identity by Nick Webber,Daniel Riha Pdf

This volume was first published by Inter-Disciplinary Press in 2013. This volume brings together perspectives on videogames and interactive entertainment from film and media studies, Russian studies, health, philosophy and human-computer interaction, among others. It includes theoretically and practically-informed explorations of the nature of games, their design and development, and their communities and culture.

Culture at Play: How Video Games Influence and Replicate Our World

Author : Anonim
Publisher : BRILL
Page : 152 pages
File Size : 55,9 Mb
Release : 2020-11-16
Category : Social Science
ISBN : 9789004439788

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Culture at Play: How Video Games Influence and Replicate Our World by Anonim Pdf

What is video game culture? This volume avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture.

Videogames Studies: Concepts, Cultures, and Communication

Author : Monica Evans
Publisher : BRILL
Page : 160 pages
File Size : 46,8 Mb
Release : 2020-04-14
Category : Social Science
ISBN : 9781848880597

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Videogames Studies: Concepts, Cultures, and Communication by Monica Evans Pdf

This volume reflects the discussions that occurred during the 2nd Global Conference on Videogame Cultures and the Future of Interactive Entertainment in July 2010. The chapters in this volume cover four primary topics: new frameworks for game studies and analysis, the various cultures surrounding gaming, questions of ethics and controversial...

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives

Author : Valentine, Keri Duncan,Jensen, Lucas John
Publisher : IGI Global
Page : 456 pages
File Size : 54,7 Mb
Release : 2016-06-20
Category : Computers
ISBN : 9781522502623

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Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives by Valentine, Keri Duncan,Jensen, Lucas John Pdf

With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.

Levelling Up: The Cultural Impact of Contemporary Videogames

Author : Brittany Kuhn,Alexia Bhéreur-Lagounaris
Publisher : BRILL
Page : 173 pages
File Size : 49,6 Mb
Release : 2019-01-04
Category : Social Science
ISBN : 9781848884380

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Levelling Up: The Cultural Impact of Contemporary Videogames by Brittany Kuhn,Alexia Bhéreur-Lagounaris Pdf

Embedding Culture into Video Games and Game Design

Author : Rhett Loban
Publisher : CRC Press
Page : 200 pages
File Size : 43,9 Mb
Release : 2023-09-04
Category : Games & Activities
ISBN : 9781000931358

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Embedding Culture into Video Games and Game Design by Rhett Loban Pdf

This book will help game designers and those interested in games thoughtfully embed culture into video games and the game design process. This book raises the issue of how some cultures and communities are misrepresented in various video games. In response to this problem, designers can bring cultural considerations and practices into the centre focus of the game design process. The book advocates that designers put different measures in place to better prevent misrepresentations and engage with deeper understandings of culture to build culturally richer and more meaningful game worlds. The book uses the Torres Strait Virtual Reality project as a primary example, in addition to other game projects, to explore cultural representation in game design. Torres Strait culture is also explored and discussed more broadly throughout the book. No prior knowledge of culture studies is needed, and the book deals with higher level game design with little reference to the technical elements of game development. This unique and timely book will appeal to those interested in the implications of cultural depictions in video games and opportunities to generate deeper cultural representations through the game design process.

The Routledge Companion to Video Game Studies

Author : Mark J.P. Wolf,Bernard Perron
Publisher : Taylor & Francis
Page : 832 pages
File Size : 42,8 Mb
Release : 2023-06-19
Category : Games & Activities
ISBN : 9781000886023

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The Routledge Companion to Video Game Studies by Mark J.P. Wolf,Bernard Perron Pdf

A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

Cross-Cultural Perspectives on Technology-Enhanced Language Learning

Author : Tafazoli, Dara,Gomez Parra, M. Elena,Huertas-Abril, Cristina A.
Publisher : IGI Global
Page : 403 pages
File Size : 46,7 Mb
Release : 2018-06-08
Category : Education
ISBN : 9781522554646

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Cross-Cultural Perspectives on Technology-Enhanced Language Learning by Tafazoli, Dara,Gomez Parra, M. Elena,Huertas-Abril, Cristina A. Pdf

The ability to effectively communicate with individuals from different linguistic and cultural backgrounds is an invaluable asset. Learning a second language proves useful as students navigate the culturally diverse world; however, studying a second language can be difficult for learners who are not immersed in the real and natural environment of the foreign language. Also, changes in education and advancements in information and communication technologies pose a number of challenges for implementing and maintaining sound practices within technology-enhanced language learning (TELL). Cross-Cultural Perspectives on Technology-Enhanced Language Learning provides information on educational technologies that enable language learners to have access to authentic and useful language resources. Readers will explore themes such as language pedagogy, how specific and universal cultural contexts influence audio-visual media used in technology-enhanced language learning (TELL), and the use of English video games to promote foreign language learning. This book is a valuable resource for academicians, education practitioners, advanced-level students, and school administrators seeking to improve language learning through technology-based resources.

Virtually Sacred

Author : Robert M. Geraci
Publisher : Oxford University Press
Page : 352 pages
File Size : 52,6 Mb
Release : 2014-06-13
Category : Religion
ISBN : 9780199379972

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Virtually Sacred by Robert M. Geraci Pdf

Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.

Video Games

Author : Arthur Asa Berger
Publisher : Transaction Publishers
Page : 142 pages
File Size : 40,8 Mb
Release : 2002
Category : Social Science
ISBN : 0765801027

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Video Games by Arthur Asa Berger Pdf

From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon. Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry. Building on this comparison, Berger focuses on action-adventure games which, like film and fiction, tell stories but which also involve culturally important departures in the conventions of narrative. After defining a set of bipolar oppositions between print and electronic narratives, Berger considers the question of whether video games are truly interactive or only superficially so, and whether they have the potential to replace print narratives in the culture at large. A unique dimension of the book is its bio-psycho-social analysis of the video game phenomenon. Berger considers the impact of these games on their players, from physical changes (everything from neurological problems to obesity) to psychological consequences, with reference to violence and sexual attitudes. He takes these questions further by examining three enormously popular games-Myst/Riven, Tomb Raider, and Half-Life-for their attitudes toward power, gender, violence, and guilt. In his conclusion, Berger concentrates on the role of violence in video games and whether they generate a sense of alienation in certain addicted players who become estranged from family and friends. Accessibly written and broad-ranging in approach, Video Games offers a way to interpret a major popular phenomenon. Arthur Asa Berger is professor of broadcast and electronic communication arts at San Francisco State University, where he has taught since 1965. He is the author of more than one hundred articles and forty books on media, popular culture, humor, and everyday life.

Engaging with Videogames: Play, Theory and Practice

Author : Dawn Stobbart,Monica Evans
Publisher : BRILL
Page : 297 pages
File Size : 48,8 Mb
Release : 2019-01-04
Category : Social Science
ISBN : 9781848882959

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Engaging with Videogames: Play, Theory and Practice by Dawn Stobbart,Monica Evans Pdf

This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.

Methods for Studying Video Games and Religion

Author : Vít Šisler,Kerstin Radde-Antweiler,Xenia Zeiler
Publisher : Routledge
Page : 319 pages
File Size : 52,9 Mb
Release : 2017-11-28
Category : Religion
ISBN : 9781315518312

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Methods for Studying Video Games and Religion by Vít Šisler,Kerstin Radde-Antweiler,Xenia Zeiler Pdf

Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

Understanding Video Games

Author : Simon Egenfeldt-Nielsen,Jonas Heide Smith,Susana Pajares Tosca
Publisher : Routledge
Page : 440 pages
File Size : 47,7 Mb
Release : 2019-09-11
Category : Social Science
ISBN : 9780429777042

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Understanding Video Games by Simon Egenfeldt-Nielsen,Jonas Heide Smith,Susana Pajares Tosca Pdf

From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming. In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, this new edition is an indispensable resource for students, scholars, and teachers interested in examining the ways video games continue to reshape entertainment and society.

Making Democracy Fun

Author : Josh A. Lerner
Publisher : MIT Press
Page : 285 pages
File Size : 53,5 Mb
Release : 2024-02-06
Category : Games & Activities
ISBN : 9780262551144

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Making Democracy Fun by Josh A. Lerner Pdf

Drawing on the tools of game design to fix democracy. Anyone who has ever been to a public hearing or community meeting would agree that participatory democracy can be boring. Hours of repetitive presentations, alternatingly alarmist or complacent, for or against, accompanied by constant heckling, often with no clear outcome or decision. Is this the best democracy can offer? In Making Democracy Fun, Josh Lerner offers a novel solution for the sad state of our deliberative democracy: the power of good game design. What if public meetings featured competition and collaboration (such as team challenges), clear rules (presented and modeled in multiple ways), measurable progress (such as scores and levels), and engaging sounds and visuals? These game mechanics would make meetings more effective and more enjoyable—even fun. Lerner reports that institutions as diverse as the United Nations, the U.S. Army, and grassroots community groups are already using games and game-like processes to encourage participation. Drawing on more than a decade of practical experience and extensive research, he explains how games have been integrated into a variety of public programs in North and South America. He offers rich stories of game techniques in action, in children's councils, social service programs, and participatory budgeting and planning. With these real-world examples in mind, Lerner describes five kinds of games and twenty-six game mechanics that are especially relevant for democracy. He finds that when governments and organizations use games and design their programs to be more like games, public participation becomes more attractive, effective, and transparent. Game design can make democracy fun—and make it work.