Guns Grenades And Grunts

Guns Grenades And Grunts Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Guns Grenades And Grunts book. This book definitely worth reading, it is an incredibly well-written.

Guns, Grenades, and Grunts

Author : Gerald A. Voorhees,Joshua Call,Katie Whitlock
Publisher : Bloomsbury Publishing USA
Page : 448 pages
File Size : 54,8 Mb
Release : 2012-11-02
Category : Social Science
ISBN : 9781441191441

Get Book

Guns, Grenades, and Grunts by Gerald A. Voorhees,Joshua Call,Katie Whitlock Pdf

Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market.

Guns, Grenades, and Grunts

Author : Gerald A. Voorhees
Publisher : Unknown
Page : 437 pages
File Size : 44,5 Mb
Release : 2012
Category : Video games
ISBN : 1628927941

Get Book

Guns, Grenades, and Grunts by Gerald A. Voorhees Pdf

Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary socia.

Guns, Grenades, and Grunts

Author : Gerald A. Voorhees,Joshua Call,Katie Whitlock
Publisher : Bloomsbury Publishing USA
Page : 448 pages
File Size : 50,7 Mb
Release : 2012-11-02
Category : Social Science
ISBN : 9781441146267

Get Book

Guns, Grenades, and Grunts by Gerald A. Voorhees,Joshua Call,Katie Whitlock Pdf

Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market.

War Gothic in Literature and Culture

Author : Steffen Hantke,Agnieszka Soltysik Monnet
Publisher : Routledge
Page : 264 pages
File Size : 47,9 Mb
Release : 2015-12-07
Category : Literary Criticism
ISBN : 9781317383246

Get Book

War Gothic in Literature and Culture by Steffen Hantke,Agnieszka Soltysik Monnet Pdf

In the context of the current explosion of interest in Gothic literature and popular culture, this interdisciplinary collection of essays explores for the first time the rich and long-standing relationship between war and the Gothic. Critics have described the global Seven Year’s War as the "crucible" from which the Gothic genre emerged in the eighteenth century. Since then, the Gothic has been a privileged mode for representing violence and extreme emotions and situations. Covering the period from the American Civil War to the War on Terror, this collection examines how the Gothic has provided writers an indispensable toolbox for narrating, critiquing, and representing real and fictional wars. The book also sheds light on the overlap and complicity between Gothic aesthetics and certain aspects of military experience, including the bodily violation and mental dissolution of combat, the dehumanization of "others," psychic numbing, masculinity in crisis, and the subjective experience of trauma and memory. Engaging with popular forms such as young adult literature, gaming, and comic books, as well as literature, film, and visual art, War Gothic provides an important and timely overview of war-themed Gothic art and narrative by respected experts in the field of Gothic Studies. This book makes important contributions to the fields of Gothic Literature, War Literature, Popular Culture, American Studies, and Film, Television & Media.

The Routledge Companion to Video Game Studies

Author : Mark J.P. Wolf,Bernard Perron
Publisher : Taylor & Francis
Page : 832 pages
File Size : 42,5 Mb
Release : 2023-06-19
Category : Games & Activities
ISBN : 9781000886023

Get Book

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.

Encyclopedia of Video Games [3 volumes]

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 1365 pages
File Size : 52,5 Mb
Release : 2021-05-24
Category : Games & Activities
ISBN : 9781440870200

Get Book

Encyclopedia of Video Games [3 volumes] by Mark J. P. Wolf Pdf

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

First-Person Shooter Videogames

Author : Alberto Oya
Publisher : BRILL
Page : 114 pages
File Size : 44,6 Mb
Release : 2023-12-18
Category : Social Science
ISBN : 9789004691476

Get Book

First-Person Shooter Videogames by Alberto Oya Pdf

This book offers a comprehensive and accessible characterisation of the first-person shooter videogame genre. After providing an overview of the history of the first-person shooter videogame genre, Alberto Oya comments on the various defining peculiarities of this genre, namely the first-person perspective, the shooting gaming mechanics, the heroic in-game narrative or background story, and multiplayer gaming. Oya also argues that educators can use first-person shooter videogames to encourage their students to reflect on historical and philosophical issues.

Rhetoric in Neoliberalism

Author : Kim Hong Nguyen
Publisher : Springer
Page : 234 pages
File Size : 51,5 Mb
Release : 2016-11-04
Category : Political Science
ISBN : 9783319398501

Get Book

Rhetoric in Neoliberalism by Kim Hong Nguyen Pdf

This volume examines and applies classical and contemporary concepts of rhetorical theory and criticism to the context of late capitalism. Each contributor shows how discourse, its subjects, and power relations are irrevocably transformed by neoliberalism. The collection analyzes a range of discourses and phenomena in neoliberalism including: higher education reforms, computational culture, Occupy Wall Street protests, the activism of Warren Buffett, and the 9-11 Truth Movement. Together, these chapters explore the contemporary rhetorical production of homo economicus and the various ways in which neoliberalism has become a way of thinking, orienting, and organizing all aspects of life around economized metrics of individualized and individuated success. This book will be of use to students and scholars crossing the fields of media and communication, political science, and sociology.

Storytelling in the Modern Board Game

Author : Marco Arnaudo
Publisher : McFarland
Page : 233 pages
File Size : 42,5 Mb
Release : 2018-08-28
Category : Games & Activities
ISBN : 9781476633602

Get Book

Storytelling in the Modern Board Game by Marco Arnaudo Pdf

Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.

Sound Play

Author : William Cheng
Publisher : Oxford University Press
Page : 261 pages
File Size : 49,6 Mb
Release : 2014
Category : Art
ISBN : 9780199969968

Get Book

Sound Play by William Cheng Pdf

Video games open portals into fantastical worlds where imaginative play prevails. 'Sound Play' explores the aesthetic, ethical, and sociopolitical stakes of people's engagements with audio phenomena in video games - from sonic violence to synthesized operas, from democratic musical performances to verbal sexual harassment.

The Rhetoric of Videogames as Embodied Practice

Author : Steve Holmes
Publisher : Routledge
Page : 274 pages
File Size : 52,9 Mb
Release : 2017-09-11
Category : Language Arts & Disciplines
ISBN : 9781351399470

Get Book

The Rhetoric of Videogames as Embodied Practice by Steve Holmes Pdf

The Rhetoric of Videogames as Embodied Practice offers a critical reassessment of embodiment and materiality in rhetorical considerations of videogames. Holmes argues that rhetorical and philosophical conceptions of "habit" offer a critical resource for describing the interplay between thinking (writing and rhetoric) and embodiment. The book demonstrates how Aristotle's understanding of character (ethos), habit (hexis), and nature (phusis) can productively connect rhetoric to what Holmes calls "procedural habits": the ways in which rhetoric emerges from its interactions with the dynamic accumulation of conscious and nonconscious embodied experiences that consequently give rise to meaning, procedural subjectivity, control, and communicative agency both in digital game design discourse and the activity of play.

Playing with the Past

Author : Matthew Wilhelm Kapell,Andrew B.R. Elliott
Publisher : Bloomsbury Publishing USA
Page : 493 pages
File Size : 47,9 Mb
Release : 2013-10-24
Category : Social Science
ISBN : 9781623568245

Get Book

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.

Outside the Anthropological Machine

Author : Chiara Mengozzi
Publisher : Routledge
Page : 254 pages
File Size : 53,9 Mb
Release : 2020-05-14
Category : Literary Criticism
ISBN : 9781000075014

Get Book

Outside the Anthropological Machine by Chiara Mengozzi Pdf

In the midst of the climate crisis and the threat of the sixth extinction, we can no longer claim to be the masters of nature. Rather, we need to unlearn our species’ arrogance for the sake of all animals, human and non-human. Rethinking our being-in-the-world as Homo sapiens, this monograph argues, starts precisely from the way we relate to our closer companion species. The authors gathered here endeavour to find multiple exit strategies from the anthropocentric paradigms that have bound the human and social sciences. Part I investigates the unexplored margins of human history by re-reading historical events, literary texts, and scientific findings from an animal’s perspective, rather than a human’s. Part II explores different forms of human-animal relationships, putting the emphasis on the institutions, spaces, and discourses that frame our interactions with animals. Part III engages with processes of "translation" that aim to render animals’ experience and perception into human words and visual language.

Contemporary Research on Intertextuality in Video Games

Author : Duret, Christophe,Pons, Christian-Marie
Publisher : IGI Global
Page : 363 pages
File Size : 55,8 Mb
Release : 2016-06-16
Category : Computers
ISBN : 9781522504788

Get Book

Contemporary Research on Intertextuality in Video Games by Duret, Christophe,Pons, Christian-Marie Pdf

Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.

The Translation of Realia and Irrealia in Game Localization

Author : Silvia Pettini
Publisher : Routledge
Page : 170 pages
File Size : 51,5 Mb
Release : 2021-09-19
Category : Language Arts & Disciplines
ISBN : 9781000438420

Get Book

The Translation of Realia and Irrealia in Game Localization by Silvia Pettini Pdf

This book explores the impact of a video game’s degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game’s respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.