Cultures Of Computer Game Concerns

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Cultures of Computer Game Concerns

Author : Estrid Sörensen
Publisher : transcript Verlag
Page : 359 pages
File Size : 41,5 Mb
Release : 2018-05-31
Category : Social Science
ISBN : 9783839439340

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Cultures of Computer Game Concerns by Estrid Sörensen Pdf

The same computer games are played by youths all over the world, and worldwide games become matters of concern in relation to children: worries rise about addiction, violence, education, time, and economy. Yet, these concerns vary depending upon where they are situated: in families, legal contexts, industry or science. They also play out differently across countries and cultures. This situated nature of computer game concerns is generally neglected. Not in this book: It gives a detailed mosaic of the complex and multiple everyday realities of computer game concerns in relation to children, as they are variably situated throughout society and across cultures.

Game Cultures: Computer Games As New Media

Author : Dovey, Jon,Kennedy, Helen W.
Publisher : McGraw-Hill Education (UK)
Page : 183 pages
File Size : 43,9 Mb
Release : 2006-05-01
Category : Social Science
ISBN : 9780335213573

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Game Cultures: Computer Games As New Media by Dovey, Jon,Kennedy, Helen W. Pdf

This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

Cultures of Computer Game Concerns

Author : Estrid Sörensen
Publisher : Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
Page : 355 pages
File Size : 47,8 Mb
Release : 2017-03-18
Category : Comparison
ISBN : 3837639347

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Cultures of Computer Game Concerns by Estrid Sörensen Pdf

Biographical note: Estrid Sörensen is a Professor of Cultural Psychology and Anthropology of Knowledge at the Ruhr-University Bochum. She does research within Science & Technology Studies.

Computer Games as a Sociocultural Phenomenon

Author : A. Jahn-Sudmann,R. Stockmann
Publisher : Springer
Page : 229 pages
File Size : 55,7 Mb
Release : 2008-01-17
Category : Social Science
ISBN : 9780230583306

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Computer Games as a Sociocultural Phenomenon by A. Jahn-Sudmann,R. Stockmann Pdf

Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.

Video Games and Gaming Culture

Author : Mark J. P. Wolf
Publisher : Routledge
Page : 1650 pages
File Size : 51,6 Mb
Release : 2016
Category : Video games
ISBN : 1138811300

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Video Games and Gaming Culture by Mark J. P. Wolf Pdf

Video and interactive computer games now constitute an enormous industry that rivals television and film. Moreover, gaming is of growing importance in spheres beyond mere entertainment; games and gaming technology are increasingly applied to other ends, including for educational, political, and military purposes. Perhaps unsurprisingly, therefore, the cultural, social, and economic significance of games and gaming is now profound, and ripe for scholarly scrutiny and study. As research continues to flourish as never before, this major new reference resource from Routledge s Critical Concepts in Media and Cultural Studies series offers a multi-dimensional overview of games and gaming culture and brings together in four volumes the very best foundational and cutting-edge scholarship. Edited by the field s leading scholar, Mark J. P. Wolf, the collection encompasses the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives. The materials gathered explore issues of game design and development, provide close analysis of games as cultural artefacts, and address issues of policy, such as those related to race, class, gender, and sexuality. Video Games and Gaming Culture is supplemented by a comprehensive index and includes a full introduction, newly written by the editor. "

Videogames Studies: Concepts, Cultures, and Communication

Author : Monica Evans
Publisher : BRILL
Page : 160 pages
File Size : 49,9 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...

Computer Games and New Media Cultures

Author : Johannes Fromme,Alexander Unger
Publisher : Springer Science & Business Media
Page : 694 pages
File Size : 50,9 Mb
Release : 2012-06-14
Category : Education
ISBN : 9789400727779

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Computer Games and New Media Cultures by Johannes Fromme,Alexander Unger Pdf

Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.

Game Cultures

Author : Jon Dovey,Helen Kennedy
Publisher : McGraw-Hill Education (UK)
Page : 184 pages
File Size : 47,9 Mb
Release : 2006-05-16
Category : Sports & Recreation
ISBN : 9780335224876

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Game Cultures by Jon Dovey,Helen Kennedy Pdf

This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

The Formation of Gaming Culture

Author : G. Kirkpatrick
Publisher : Springer
Page : 139 pages
File Size : 41,6 Mb
Release : 2015-03-13
Category : Social Science
ISBN : 9781137305107

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The Formation of Gaming Culture by G. Kirkpatrick Pdf

This book analyses gaming magazines published in Britain in the 1980s to provide the first serious history of the bedroom coding culture that produced some of the most important video games ever played.

Game Work

Author : Ken S. McAllister
Publisher : University of Alabama Press
Page : 250 pages
File Size : 44,5 Mb
Release : 2004
Category : Computers
ISBN : 9780817314187

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Game Work by Ken S. McAllister Pdf

Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power. This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers. Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.

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

Author : Anonim
Publisher : BRILL
Page : 152 pages
File Size : 40,6 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.

The Pleasures of Computer Gaming

Author : Melanie Swalwell,Jason Wilson
Publisher : McFarland
Page : 203 pages
File Size : 55,8 Mb
Release : 2015-05-12
Category : Games & Activities
ISBN : 0786451203

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The Pleasures of Computer Gaming by Melanie Swalwell,Jason Wilson Pdf

This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanities and social sciences, particularly new media studies. In eight essays, the authors develop rich and nuanced understandings of the aesthetic appeals and pleasurable engagements of digital gameplay. Topics include the role of “cheats” and “easter eggs” in influencing cheating as an aesthetic phenomenon of gameplay; the relationship between videogames, gambling, and addiction; players’ aesthetic and kinaesthetic interactions with computing technology; and the epistemology and phenomenology of popular strategy-based wargames and their relationship with real-world military applications. Notes and a bibliography accompany each essay, and the work includes several screenshots, images, and photographs.

Postmodern Media Culture

Author : Jonathan Bignell
Publisher : Aakar Books
Page : 258 pages
File Size : 50,9 Mb
Release : 2007-12-13
Category : Literary Criticism
ISBN : 8189833162

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Postmodern Media Culture by Jonathan Bignell Pdf

The book deals with film, television, information technology, consumer products and popular literature, and assesses challenges to conceptions of the postmodern based on gender, race and religion.

Levelling Up: The Cultural Impact of Contemporary Videogames

Author : Brittany Kuhn,Alexia Bhéreur-Lagounaris
Publisher : BRILL
Page : 173 pages
File Size : 52,8 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

Video Games

Author : Arthur Asa Berger
Publisher : Transaction Publishers
Page : 142 pages
File Size : 52,5 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.