Games As Texts

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Games as Texts

Author : Alayna Cole,Dakoda Barker
Publisher : CRC Press
Page : 138 pages
File Size : 43,6 Mb
Release : 2020-12-16
Category : Computers
ISBN : 9781000329711

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Games as Texts by Alayna Cole,Dakoda Barker Pdf

Games as Texts provides an overview and practical steps for analysing games in terms of their representations of social structures, class, power, race, sexuality, gender, animals, nature, and ability. Each chapter applies a traditional literary theory to the narrative and mechanics of games and explores the social commentary the games encourage. This approach demonstrates to players, researchers, games media, and non-gamers how they can engage with these cultural artefacts through both critical reading and theoretical interpretations. Key Features: Explores games through various literary and theoretical lenses Provides exemplar analysis and guiding questions to help readers think critically about games Highlights the social commentary that all texts can reveal—including games—and how this impacts narrative and mechanics

Games as Texts

Author : Alayna Cole,Dakoda Barker
Publisher : CRC Press
Page : 86 pages
File Size : 40,8 Mb
Release : 2020-12-17
Category : Computers
ISBN : 9781000329735

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Games as Texts by Alayna Cole,Dakoda Barker Pdf

Games as Texts provides an overview and practical steps for analysing games in terms of their representations of social structures, class, power, race, sexuality, gender, animals, nature, and ability. Each chapter applies a traditional literary theory to the narrative and mechanics of games and explores the social commentary the games encourage. This approach demonstrates to players, researchers, games media, and non-gamers how they can engage with these cultural artefacts through both critical reading and theoretical interpretations. Key Features: Explores games through various literary and theoretical lenses Provides exemplar analysis and guiding questions to help readers think critically about games Highlights the social commentary that all texts can reveal—including games—and how this impacts narrative and mechanics

Computer Games

Author : Diane Carr,David Buckingham,Andrew Burn,Gareth Schott
Publisher : John Wiley & Sons
Page : 224 pages
File Size : 42,6 Mb
Release : 2014-03-10
Category : Social Science
ISBN : 9780745687506

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Computer Games by Diane Carr,David Buckingham,Andrew Burn,Gareth Schott Pdf

Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.

Fun and Games

Author : Ken Binmore
Publisher : Unknown
Page : 602 pages
File Size : 47,6 Mb
Release : 2024-06-26
Category : Electronic
ISBN : OCLC:44218796

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Fun and Games by Ken Binmore Pdf

Features a collection of games, provided by the Memorial University of Newfoundland, to encourage learning about Newfoundland and Labrador in Canada. Contains crossword puzzles, memory games, and sliding puzzles.

Japanese Culture Through Videogames

Author : Rachael Hutchinson
Publisher : Routledge
Page : 534 pages
File Size : 52,8 Mb
Release : 2019-05-28
Category : Games & Activities
ISBN : 9780429655944

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Japanese Culture Through Videogames by Rachael Hutchinson Pdf

Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.

Fun and Games

Author : Ken Binmore
Publisher : Unknown
Page : 0 pages
File Size : 41,5 Mb
Release : 1992
Category : Electronic
ISBN : OCLC:816960650

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Fun and Games by Ken Binmore Pdf

Video Games and Creativity

Author : Anonim
Publisher : Academic Press
Page : 330 pages
File Size : 44,7 Mb
Release : 2015-08-03
Category : Psychology
ISBN : 9780128017050

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Video Games and Creativity by Anonim Pdf

Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity? Is there a place for video games in the classroom? What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. Summarizes research relating to creativity and video games Incorporates creativity research on both game design and game play Discusses physical design, game mechanics, coding, and more Investigates how video games may encourage creative problem solving Highlights applications of video games for educational purposes

The Meaning of Video Games

Author : Steven E. Jones
Publisher : Routledge
Page : 338 pages
File Size : 46,7 Mb
Release : 2008-04-11
Category : Social Science
ISBN : 9781135902179

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The Meaning of Video Games by Steven E. Jones Pdf

The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.

Videogame, Player, Text

Author : Barry Atkins,Tanya Krzywinska
Publisher : Unknown
Page : 272 pages
File Size : 44,7 Mb
Release : 2007
Category : Computers
ISBN : STANFORD:36105124013884

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Videogame, Player, Text by Barry Atkins,Tanya Krzywinska Pdf

Videogame, Player, Text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment.

Computer Games and Technical Communication

Author : Jennifer deWinter,Ryan M. Moeller
Publisher : Routledge
Page : 334 pages
File Size : 43,6 Mb
Release : 2016-05-23
Category : Language Arts & Disciplines
ISBN : 9781317162612

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Computer Games and Technical Communication by Jennifer deWinter,Ryan M. Moeller Pdf

Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.

A Multimodal Approach to Video Games and the Player Experience

Author : Weimin Toh
Publisher : Routledge
Page : 241 pages
File Size : 42,7 Mb
Release : 2018-10-10
Category : Language Arts & Disciplines
ISBN : 9781351184755

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A Multimodal Approach to Video Games and the Player Experience by Weimin Toh Pdf

This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.

The Printed Book in Contemporary American Culture

Author : Heike Schaefer,Alexander Starre
Publisher : Springer Nature
Page : 277 pages
File Size : 49,6 Mb
Release : 2019-08-28
Category : Literary Criticism
ISBN : 9783030225452

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The Printed Book in Contemporary American Culture by Heike Schaefer,Alexander Starre Pdf

This essay collection explores the cultural functions the printed book performs in the digital age. It examines how the use of and attitude toward the book form have changed in light of the digital transformation of American media culture. Situated at the crossroads of American studies, literary studies, book studies, and media studies, these essays show that a sustained focus on the medial and material formats of literary communication significantly expands our accustomed ways of doing cultural studies. Addressing the changing roles of authors, publishers, and readers while covering multiple bookish formats such as artists’ books, bestselling novels, experimental fiction, and zines, this interdisciplinary volume introduces readers to current transatlantic conversations on the history and future of the printed book.

Digitalizing the Global Text

Author : Paul Allen Miller
Publisher : Univ of South Carolina Press
Page : 201 pages
File Size : 45,5 Mb
Release : 2020-01-07
Category : Philosophy
ISBN : 9781643360591

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Digitalizing the Global Text by Paul Allen Miller Pdf

A few years ago globalism seemed to be both a known and inexorable phenomenon. With the end of the Cold War, the opening of the Chinese economy, and the ascendancy of digital technology, the prospect of a unified flow of goods and services and of people and ideas seemed unstoppable. Political theorists such as Francis Fukuyama proclaimed that we had reached "the end of history." Yes, there were pockets of resistance and reaction, but these, we were told, would be swept away in a relentless tide of free markets and global integration that would bring Hollywood, digital finance, and fast food to all. Religious fundamentalism, nationalism, and traditional sexual identities would melt away before the forces of "modernity" and empire. A relentless, technocratic rationality would sweep all in its wake, bringing a neoliberal utopia of free markets, free speech, and increasing productivity. Nonetheless, as we have begun to experience the backlash against a global world founded on digital fungibility, the perils of appeals to nationalism, identity, and authenticity have become only too apparent. The collapse of Soviet Communism left an ideological vacuum that offered no recognized place from which to oppose global capitalism. What is the alternative? The anxieties and resentments produced by this new world order among those left behind are often manifested in assertions of xenophobia and particularity. This is what it supposedly means to be really American, truly Muslim, properly Chinese. The "other" is coming to take what is ours, and we must "defend" ourselves. Digitalizing the Global Text is a collection of essays by an international group of scholars situated squarely at this nexus of forces. Together these writers examine how literature, culture, and philosophy in the global and digital age both enable the creation of these simultaneously utopian and dystopian worlds and offer a resistance to them. A joint publication from the University of South Carolina Press and the National Taiwan University Press.

Children, Film and Literacy

Author : Becky Parry
Publisher : Springer
Page : 235 pages
File Size : 48,7 Mb
Release : 2013-10-22
Category : Social Science
ISBN : 9781137294333

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Children, Film and Literacy by Becky Parry Pdf

Children, Film and Literacy explores the role of film in children's lives. The films children engage in provide them with imaginative spaces in which they create, play and perform familiar and unfamiliar, fantasy and everyday narratives and this narrative play is closely connected to identity, literacy and textual practices. Family is key to the encouragement of this social play and, at school, the playground is also an important site for this activity. However, in the literacy classroom, some children encounter a discontinuity between their experiences of narrative at home and those that are valued in school. Through film children develop understandings of the common characteristics of narrative and the particular 'language' of film. This book demonstrates the ways in which children are able to express and develop distinct and complex understandings of narrative, that is to say, where they can draw on their own experiences (including those in a moving image form). Children whose primary experiences of narrative are moving images face particular challenges when their experiences are not given opportunities for expression in the classroom, and this has urgent implications for the teaching of literacy.

Playing for Real

Author : Ken Binmore
Publisher : Oxford University Press
Page : 652 pages
File Size : 52,8 Mb
Release : 2007-03-29
Category : Business & Economics
ISBN : 9780195300574

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Playing for Real by Ken Binmore Pdf

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