Digital Games As History

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Digital Games as History

Author : Adam Chapman
Publisher : Routledge
Page : 289 pages
File Size : 47,7 Mb
Release : 2016-05-05
Category : Games & Activities
ISBN : 9781317553854

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Digital Games as History by Adam Chapman Pdf

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

History of Digital Games

Author : Andrew Williams
Publisher : CRC Press
Page : 255 pages
File Size : 49,5 Mb
Release : 2017-03-16
Category : Computers
ISBN : 9781317503811

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History of Digital Games by Andrew Williams Pdf

The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.

Playing with the Past

Author : Matthew Wilhelm Kapell,Andrew B.R. Elliott
Publisher : Bloomsbury Publishing USA
Page : 493 pages
File Size : 47,6 Mb
Release : 2013-10-24
Category : Social Science
ISBN : 9781623568245

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Playing with the Past by Matthew Wilhelm Kapell,Andrew B.R. Elliott Pdf

Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.

Understanding Digital Games

Author : Jason Rutter,Jo Bryce
Publisher : SAGE
Page : 270 pages
File Size : 52,9 Mb
Release : 2006-04-20
Category : Language Arts & Disciplines
ISBN : 9781847877666

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Understanding Digital Games by Jason Rutter,Jo Bryce Pdf

There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.

Games of History

Author : Apostolos Spanos
Publisher : Routledge
Page : 200 pages
File Size : 49,5 Mb
Release : 2021-06-13
Category : History
ISBN : 9781000397390

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Games of History by Apostolos Spanos Pdf

Games of History provides an understanding of how games as artefacts, textual and visual sources on games and gaming as a pastime or a “serious” activity can be used as sources for the study of history. From the vast world of games, the book’s focus is on board and card games, with reference to physical games, sports and digital games as well. Considering culture, society, politics and metaphysics, the author uses examples from various places around the world and from ancient times to the present to demonstrate how games and gaming can offer the historian an alternative, often very valuable and sometimes unique path to the past. The book offers a thorough discussion of conceptual and material approaches to games as sources, while also providing the reader with a theoretical starting point for further study within specific thematic chapters. The book concludes with three case studies of different types of games and how they can be considered as historical sources: the gladiatorial games, chess and the digital game Civilization. Offering an alternative approach to the study of history through its focus on games and gaming as historical sources, this is the ideal volume for students considering different types of sources and how they can be used for historical study, as well as students who study games as primary or secondary sources in their history projects.

Handbook of Digital Games

Author : Marios C. Angelides,Harry Agius
Publisher : John Wiley & Sons
Page : 784 pages
File Size : 53,7 Mb
Release : 2014-02-19
Category : Technology & Engineering
ISBN : 9781118796276

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Handbook of Digital Games by Marios C. Angelides,Harry Agius Pdf

This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.

Choosing and Using Digital Games in the Classroom

Author : Katrin Becker
Publisher : Springer
Page : 411 pages
File Size : 54,9 Mb
Release : 2016-09-29
Category : Education
ISBN : 9783319122236

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Choosing and Using Digital Games in the Classroom by Katrin Becker Pdf

This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.

Digital Games and Learning

Author : Nicola Whitton
Publisher : Routledge
Page : 231 pages
File Size : 52,6 Mb
Release : 2014-03-26
Category : Education
ISBN : 9781136216442

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Digital Games and Learning by Nicola Whitton Pdf

In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.

The Business and Culture of Digital Games

Author : Aphra Kerr
Publisher : SAGE
Page : 198 pages
File Size : 47,8 Mb
Release : 2006-04-06
Category : Games & Activities
ISBN : 1412900476

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The Business and Culture of Digital Games by Aphra Kerr Pdf

This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.

Playing with Religion in Digital Games

Author : Heidi A. Campbell,Gregory P. Grieve
Publisher : Indiana University Press
Page : 314 pages
File Size : 48,6 Mb
Release : 2014-04-28
Category : Games & Activities
ISBN : 9780253012630

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Playing with Religion in Digital Games by Heidi A. Campbell,Gregory P. Grieve Pdf

Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game Okami to the internationally popular The Legend of Zelda and Halo, many video games rely on religious themes and symbols to drive the narrative and frame the storyline. Playing with Religion in Digital Games explores the increasingly complex relationship between gaming and global religious practices. For example, how does religion help organize the communities in MMORPGs such as World of Warcraft? What role has censorship played in localizing games like Actraiser in the western world? How do evangelical Christians react to violence, gore, and sexuality in some of the most popular games such as Mass Effect or Grand Theft Auto? With contributions by scholars and gamers from all over the world, this collection offers a unique perspective to the intersections of religion and the virtual world.

Digital Games as History

Author : Adam Chapman
Publisher : Routledge
Page : 303 pages
File Size : 53,7 Mb
Release : 2016-05-05
Category : Social Science
ISBN : 9781317553861

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Digital Games as History by Adam Chapman Pdf

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

History of Digital Games

Author : Andrew Williams
Publisher : Unknown
Page : 0 pages
File Size : 45,7 Mb
Release : 2017
Category : Electronic games
ISBN : OCLC:1153395528

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History of Digital Games by Andrew Williams Pdf

The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included

Handbook of Computer Game Studies

Author : Joost Raessens,Jeffrey Goldstein
Publisher : MIT Press
Page : 471 pages
File Size : 55,5 Mb
Release : 2011-08-19
Category : Computers
ISBN : 9780262516587

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Handbook of Computer Game Studies by Joost Raessens,Jeffrey Goldstein Pdf

A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.

Digital Gaming and the Advertising Landscape

Author : Teresa de la Hera
Publisher : Amsterdam University Press
Page : 208 pages
File Size : 55,6 Mb
Release : 2019-08-23
Category : Design
ISBN : 9789048538676

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Digital Gaming and the Advertising Landscape by Teresa de la Hera Pdf

The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited. *Digital Gaming and the Advertising Landscape* explores the different ways advertising messages can be embedded within digital games. An interdisciplinary approach is used to help explain how persuasive communication works within digital games. It does so by forging new links within the area of game studies where the emphasis of this book clearly lies, while also taking up new subjects such as design theories and their relation to games as well as how this relationship may be used in a practical context.

Archaeogaming

Author : Andrew Reinhard
Publisher : Berghahn Books
Page : 236 pages
File Size : 45,5 Mb
Release : 2018-06-18
Category : Social Science
ISBN : 9781785338748

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Archaeogaming by Andrew Reinhard Pdf

Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. This book serves as a general introduction to "archaeogaming"; it describes the intersection of archaeology and video games and applies archaeological method and theory into understanding game-spaces as both site and artifact.