Game World Architectonics

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Game | World | Architectonics

Author : Marc Bonner
Publisher : Unknown
Page : 128 pages
File Size : 41,7 Mb
Release : 2021
Category : Electronic
ISBN : 3968220471

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Game | World | Architectonics by Marc Bonner Pdf

Architectonics of Game Spaces

Author : Andri Gerber,Ulrich Götz
Publisher : transcript Verlag
Page : 347 pages
File Size : 44,6 Mb
Release : 2020-03-31
Category : Architecture
ISBN : 9783839448021

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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 the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate.

Game | World | Architectonics

Author : Marc Bonner
Publisher : Unknown
Page : 268 pages
File Size : 42,8 Mb
Release : 2021-08-26
Category : Electronic
ISBN : 3968221141

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Game | World | Architectonics by Marc Bonner Pdf

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 : 51,5 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.

Playing American

Author : Sören Schoppmeier
Publisher : Walter de Gruyter GmbH & Co KG
Page : 246 pages
File Size : 47,5 Mb
Release : 2023-10-02
Category : Games & Activities
ISBN : 9783111317755

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Playing American by Sören Schoppmeier Pdf

Videogames have always depicted representations of American culture, but how exactly they feed back into this culture is less obvious. Advocating an action-based understanding of both videogames and culture, this book delineates how aspects of American culture are reproduced transnationally through popular open-world videogames. Playing American proposes an analytic focus on open-world videogames' "ambient operations" and traces practices of "playing American" through the stages of videogame development, gameplay, and reception. Three case studies - concentrating on the Grand Theft Auto, Watch Dogs, and Red Dead Redemption franchises, respectively - highlight different figurations of "playing American." Thematic foci range from public discourses on systemic racism and neoliberal capitalism to the justification of real-world surveillance practices and to the reconfiguration of the Western in the digital age. Playing American provides those interested in either videogames or American culture with a fresh angle and new concepts regarding its subject matters. It demonstrates that videogames are agents of cultural reproduction that do distinct cultural work for American culture in the twenty-first century.

Paratextualizing Games

Author : Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt
Publisher : transcript Verlag
Page : 407 pages
File Size : 47,6 Mb
Release : 2021-11-30
Category : Social Science
ISBN : 9783839454213

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Paratextualizing Games by Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt Pdf

Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?

Writing the Digital History of Nazi Germany

Author : Julia Timpe,Frederike Buda
Publisher : Walter de Gruyter GmbH & Co KG
Page : 236 pages
File Size : 49,5 Mb
Release : 2022-02-07
Category : History
ISBN : 9783110714692

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Writing the Digital History of Nazi Germany by Julia Timpe,Frederike Buda Pdf

How do scholarship and practices of remembrance regarding Nazi Germany benefit from digital tools and approaches? What challenges arise from "doing history digitally" in this field – and how should they best be dealt with? The eight chapters of this book explore these and related questions. They discuss the digital initiatives of various archives and source databases, highlight findings of research undertaken with digital tools, and examine how such tools can be used to present history in education, exhibitions and memorials. All contributions focus on recent or, in some cases, ongoing digital projects related to the history of National Socialism, World War II, and the Holocaust.

Games and Narrative: Theory and Practice

Author : Barbaros Bostan
Publisher : Springer Nature
Page : 347 pages
File Size : 43,5 Mb
Release : 2021-12-07
Category : Computers
ISBN : 9783030815387

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Games and Narrative: Theory and Practice by Barbaros Bostan Pdf

This book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals.

Computer Games As Landscape Art

Author : Peter Nelson
Publisher : Springer Nature
Page : 207 pages
File Size : 53,7 Mb
Release : 2023-10-02
Category : Social Science
ISBN : 9783031376344

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Computer Games As Landscape Art by Peter Nelson Pdf

This book proposes that computer games are the paradigmatic form of contemporary landscape and offers a synthesis of art history, geography, game studies and play. Like paint on canvas, the game engine is taken as the underlying medium, and using the Valve Source Engine as the primary case study, it analyses landscapes according to the technical, economic and cultural features this medium affords. It presents the single-player first-person shooter (Half-Life 2) as a Promethean safari, examines how the economics of gambling and product placement shaped the eSports landscapes of Counter-Strike and reveals how sandboxes such as Garry’s Mod visualise the radical landscape of Web 2.0. This book explores how our relationship to the environment is changing, how we express this through computer games and how we can move beyond examining artistic influences on games to examining how historical connections flow through games and the history of landscape images.

Playful Materialities

Author : Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt,Raven Rusch
Publisher : transcript Verlag
Page : 405 pages
File Size : 49,8 Mb
Release : 2022-08-31
Category : Social Science
ISBN : 9783839462003

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Playful Materialities by Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt,Raven Rusch Pdf

Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.

Video Game Spaces

Author : Michael Nitsche
Publisher : MIT Press
Page : 315 pages
File Size : 51,8 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.

Expressive Space

Author : Gregory Whistance-Smith
Publisher : Walter de Gruyter GmbH & Co KG
Page : 272 pages
File Size : 45,9 Mb
Release : 2022-01-19
Category : History
ISBN : 9783110723847

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Expressive Space by Gregory Whistance-Smith Pdf

Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.

The Ludotronics Game Design Methodology

Author : J. Martin
Publisher : CRC Press
Page : 423 pages
File Size : 47,7 Mb
Release : 2023-08-24
Category : Computers
ISBN : 9781000925432

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The Ludotronics Game Design Methodology by J. Martin Pdf

This book supports readers to transition to more advanced independent game projects by deepening their understanding of the concept development process. It covers how to make concepts sufficiently viable, ambitious, and innovative to warrant the creation of a polished prototype in preparation of a publisher pitch. The book is divided into six sections. After a brief tutorial (Preliminary Phase), readers embark on a journey along the book’s methodology. They travel through successive conceptual phases (Preparations, Procedures, Processes, and Propositions); advance through levels and action beats in each of these phases; master challenges (conceptual tasks) and overcome level bosses (design decisions) that become successively harder; collect items (fulfilled documentation tasks); and “win” the game by having progressed from a raw, initial idea to a full-fledged, polished game treatment. Additional resources for the book are available at ludotronics.net. This book is designed to support junior and senior year BA or MA students in game design programs, as well as novice indie developers and those in the early stages of their game design career.

History in Games

Author : Martin Lorber,Felix Zimmermann
Publisher : transcript Verlag
Page : 285 pages
File Size : 53,5 Mb
Release : 2020-10-31
Category : Social Science
ISBN : 9783839454206

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History in Games by Martin Lorber,Felix Zimmermann Pdf

Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient Alexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies.

Mental Health | Atmospheres | Video Games

Author : Jimena Aguilar Rodríguez,Federico Alvarez Igarzábal,Michael S. Debus,Curtis L. Maughan,Su-Jin Song,Miruna Vozaru,Felix Zimmermann
Publisher : transcript Verlag
Page : 275 pages
File Size : 45,7 Mb
Release : 2022-10-31
Category : Social Science
ISBN : 9783732862641

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Mental Health | Atmospheres | Video Games by Jimena Aguilar Rodríguez,Federico Alvarez Igarzábal,Michael S. Debus,Curtis L. Maughan,Su-Jin Song,Miruna Vozaru,Felix Zimmermann Pdf

Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.