Indie Games In The Digital Age

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Indie Games in the Digital Age

Author : M.J. Clarke,Cynthia Wang
Publisher : Bloomsbury Publishing USA
Page : 223 pages
File Size : 42,5 Mb
Release : 2020-04-16
Category : Social Science
ISBN : 9781501356445

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Indie Games in the Digital Age by M.J. Clarke,Cynthia Wang Pdf

A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.

Indie Games in the Digital Age

Author : M. J. Clarke,Cynthia Wang
Publisher : Unknown
Page : 193 pages
File Size : 46,8 Mb
Release : 2020
Category : Electronic books
ISBN : 1501356429

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Indie Games in the Digital Age by M. J. Clarke,Cynthia Wang Pdf

"A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley , to chart more precisely the productive and instructive disruption that this new site of cultural production offers."--

Literature in the Digital Age

Author : Adam Hammond
Publisher : Cambridge University Press
Page : 255 pages
File Size : 43,9 Mb
Release : 2016-03-09
Category : Literary Criticism
ISBN : 9781107041905

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Literature in the Digital Age by Adam Hammond Pdf

This book guides readers through the most salient theoretical and creative possibilities opened up by the shift to digital literary forms.

Roleplaying Games in the Digital Age

Author : Stephanie Hedge,Jennifer Grouling
Publisher : McFarland
Page : 242 pages
File Size : 51,8 Mb
Release : 2021-02-22
Category : Games & Activities
ISBN : 9781476676869

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Roleplaying Games in the Digital Age by Stephanie Hedge,Jennifer Grouling Pdf

The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players. Such shifts elicit new scholarly perspectives. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.

Defining Identity and the Changing Scope of Culture in the Digital Age

Author : Novak, Alison
Publisher : IGI Global
Page : 316 pages
File Size : 49,7 Mb
Release : 2016-05-19
Category : Computers
ISBN : 9781522502135

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Defining Identity and the Changing Scope of Culture in the Digital Age by Novak, Alison Pdf

Since the popularization of Internet technologies in the mid-1990s, human identity and collective culture has been dramatically shaped by our continued use of digital communication platforms and engagement with the digital world. Despite a plethora of scholarship on digital technology, questions remain regarding how these technologies impact personal identity and perceptions of global culture. Defining Identity and the Changing Scope of Culture in the Digital Age explores a multitude of topics pertaining to self-hood, self-expression, human interaction, and perceptions of civilization and culture in an age where technology has become integrated into every facet of our everyday lives. Highlighting issues of race, ethnicity, and gender in digital culture, interpersonal and computer-mediated communication, pop culture, social media, and the digitization of knowledge, this pivotal reference publication is designed for use by scholars, psychologists, sociologists, and graduate-level students interested in the fluid and rapidly evolving norms of identity and culture through digital media.

The Videogame Industry Does Not Exist

Author : Brendan Keogh
Publisher : MIT Press
Page : 267 pages
File Size : 45,7 Mb
Release : 2023-04-18
Category : Games & Activities
ISBN : 9780262545402

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The Videogame Industry Does Not Exist by Brendan Keogh Pdf

The precarious reality of videogame production beyond the corporate blockbuster studios of North America. The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom—in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist presents a much more accurate and nuanced picture of how the vast majority of videogame-makers work—a picture that reveals the diverse and precarious communities, identities, and approaches that make videogame production a significant cultural practice. Drawing on insights provided by over 400 game developers across Australia, North America, Europe, and Southeast Asia, Brendan Keogh develops a new framework for understanding videogame production as a cultural field in all its complexity. Part-time hobbyists, aspirational students, client-facing contractors, struggling independents, artist collectives, and tightly knit local scenes—all have a place within this model. But proponents of non-commercial game making don't exist in isolation; Keogh shows how they and their commercial counterparts are deeply interconnected and codependent in the field of videogame production. A cultural intervention, The Videogame Industry Does Not Exist challenges core assumptions about videogame production—ideas about creativity, professionalism, labor, diversity, education, globalization, and community. Its in-depth, complex portrayal suggests new ways of seeing, and engaging in, the videogame industry that really does exist.

Independent Videogames

Author : Paolo Ruffino
Publisher : Routledge
Page : 270 pages
File Size : 41,5 Mb
Release : 2020-10-07
Category : Design
ISBN : 9781000201154

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Independent Videogames by Paolo Ruffino Pdf

Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.

The History and Allure of Interactive Visual Novels

Author : Mark Kretzschmar,Sara Raffel
Publisher : Bloomsbury Publishing USA
Page : 273 pages
File Size : 44,9 Mb
Release : 2023-06-15
Category : Games & Activities
ISBN : 9781501368639

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The History and Allure of Interactive Visual Novels by Mark Kretzschmar,Sara Raffel Pdf

Visual novels (VNs), a ludic video game genre that pairs textual fiction stories with anime-like images and varying degrees of interactivity, have increased in popularity among Western audiences in recent years. Despite originating in Japan, these stories have made their way into global culture as a genre accessible for both play and creation with wide-ranging themes from horror and loneliness to sexuality. The History and Allure of Interactive Visual Novels begins with a comprehensive overview of the visual novel genre and the cultural evolution that led to its rise, then explains the tropes and appeal of subgenres like bishojo (cute girl games), detective games, horror, and eroge (erotic games). Finally, the book explores the future of the genre in both user-generated games and games from other genres that liberally borrow both narrative and ludological themes from visual novels. Whether you're a long-standing fan of the genre or a newcomer looking for a fresh experience, The History and Allure of Interactive Visual Novels will provide an accessible and critically engaging overview of a genre that is rich in storytelling yet often overlooked.

Unlimited Players

Author : Holly Ryan,Stephanie Vie
Publisher : University Press of Colorado
Page : 296 pages
File Size : 42,7 Mb
Release : 2022-06-15
Category : Language Arts & Disciplines
ISBN : 9781646421947

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Unlimited Players by Holly Ryan,Stephanie Vie Pdf

Unlimited Players provides writing center scholars with new approaches to engaging with multimodality in the writing center through the lenses of games, play, and digital literacies. Considering how game scholarship can productively deepen existing writing center conversations regarding the role of creativity, play, and engagement, this book helps practitioners approach a variety of practices, such as starting new writing centers, engaging tutors and writers, developing tutor education programs, developing new ways to approach multimodal and digital compositions brought to the writing center, and engaging with ongoing scholarly conversations in the field. The collection opens with theoretically driven chapters that approach writing center work through the lens of games and play. These chapters cover a range of topics, including considerations of identity, empathy, and power; productive language play during tutoring sessions; and writing center heuristics. The last section of the book includes games, written in the form of tabletop game directions, that directors can use for staff development or tutors can play with writers to help them develop their skills and practices. No other text offers a theoretical and practical approach to theorizing and using games in the writing center. Unlimited Players provides a new perspective on the long-standing challenges facing writing center scholars and offers insight into the complex questions raised in issues of multimodality, emerging technologies, tutor education, identity construction, and many more. It will be significant to writing center directors and administrators and those who teach tutor training courses.

The Business of Indie Games

Author : Alex Josef,Alex Van Lepp,Marshal D. Carper
Publisher : CRC Press
Page : 287 pages
File Size : 46,9 Mb
Release : 2022-05-03
Category : Computers
ISBN : 9781000583281

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The Business of Indie Games by Alex Josef,Alex Van Lepp,Marshal D. Carper Pdf

"The Business of Indie Games provides exceptional insight into how the video games industry works. It shares valuable information on how to successfully self-publish and secure publisher support. Whether you’re making your first game or tenth, this book is a must read." – Paul Baldwin, Curve Digital "The video game industry is a tough business and anyone looking to succeed in indie development should give The Business of Indie Games a read." – Graham Smith, Co-Founder of DrinkBox Studios "This book is a fast track to success for anyone managing a game launch and looking to raise funding for their projects. It shares knowledge that you only learn after years of triumphs and failures within this industry." – Scott Drader, Co-Founder of Metalhead Software "There’s nothing like The Business of Indie Games taught in school. You learn how to make a game, but not how to conduct business, market, and launch a game. This book dives into topics that every indie developer should know." – Yukon Wainczak, Founder of Snoozy Kazoo "I’ve seen no better guide for understanding how the video game industry really works. An important read for anyone whose work touches games, including those of us looking to engage the community." – Carla Warner, Director of STREAM for No Kid Hungry The Business of Indie Games explores what many universities forget to cover: how to sell and market your own indie game to potential publishers and developers. While many classes help students on their way to designing and programming their own games, there are few classes that equip students with the skills to sell their own product. In essence, this means future indie game developers are not equipped to talk to investors, negotiate with publishers, and engage with major platforms like Steam and Nintendo. Authors Alex Josef, Alex Van Lepp, and Marshal D. Carper are looking to rectify this problem by helping indie game developers and companies level up their business acumen. With detailed chapters and sections that deal with different engines, negotiation tactics, and marketing, The Business of Indie Games is the perfect omnibus for up-and-coming indie game developers. The future of gaming curriculums is not just in teaching students how to create games but also in preparing them for the business of games.

Creative Tools and the Softwarization of Cultural Production

Author : Frédérik Lesage,Michael Terren
Publisher : Springer Nature
Page : 278 pages
File Size : 44,6 Mb
Release : 2024-01-17
Category : Social Science
ISBN : 9783031456930

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Creative Tools and the Softwarization of Cultural Production by Frédérik Lesage,Michael Terren Pdf

This book explores how creativity is increasingly designed, marketed, and produced with digital products and services — a process referred to as softwarization. If ‘being creative’ has developed into one of the paradigmatic architectures of power for framing the contemporary subject, then an essential component of this architecture involves its material and symbolic configuration through tools. From image editors to digital audio workstations, video editors to game engines, these modern tools are used by creatives every day, and mastering these increasingly complex technologies is now a near-compulsory pathway to creative work. Despite their ubiquity in cultural production, few have sought to theorize them in aggregate and with interdisciplinary breadth. By bringing disparate creative and methodological traditions in one volume, this book provides a comprehensive overview of approaches for understanding this complex, emerging, and dynamic field that speaks beyond the disciplinary categories of ‘tool,’ ‘instrument,’ and/or ‘software’. It makes a unique intervention in the fields of cultural production and the cultural and creative industries. ​

Muslim Youth in the Diaspora

Author : Pam Nilan
Publisher : Taylor & Francis
Page : 216 pages
File Size : 42,6 Mb
Release : 2017-02-17
Category : Social Science
ISBN : 9781317309734

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Muslim Youth in the Diaspora by Pam Nilan Pdf

In a world where the term Islam is ever-increasingly an inaccurate and insensitive synonym for terrorism, it is unsurprising that many Muslim youth in the West struggle for a viable sense of identity. This book takes up the hotly-debated issue of Muslim youth identity in western countries from the standpoint of popular culture. It proposes that in the context of Islamophobia and pervasive moral panic, young Muslims frame up their identity in relation to external conditions that only see ‘good’ and ‘bad’ Muslims, on both sides of the ideological fence between Islam and the West. Indeed, by attempting to break down the ‘good’ versus ‘bad’ Muslim dichotomy that largely derives from western media reports, as well as political commentary, Muslim Youth in the Diaspora: Challenging Extremism through Popular Culture will enlighten the reader. It illuminates the way in which diasporic Muslim youth engage with, and are affected by, the radical Islamist meta-narrative. It examines their popular culture and online activity, their gendered sense of self, and much more. This original book will be of interest to students and scholars interested in the fields of sociology, cultural studies and social anthropology. It offers a particular focus on Islam for research in youth studies, youth culture, political radicalisation and religious identity. It will also be relevant to the sector of youth and social work, where practitioners seek to build cultural bridges with a new generation.

Media Management and Artificial Intelligence

Author : Alex Connock
Publisher : Taylor & Francis
Page : 339 pages
File Size : 43,5 Mb
Release : 2022-11-18
Category : Business & Economics
ISBN : 9781000779233

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Media Management and Artificial Intelligence by Alex Connock Pdf

This cutting-edge textbook examines contemporary media business models in the context of Artificial Intelligence (AI) and digital transformation. AI has dramatically impacted media production and distribution, from recommendation engines to synthetic humans, from video-to-text tools to natural language models. "AI is really the change agent of the media industry," answered a natural language generation model when AI was ‘asked’ about the subject of this book. "It will open incredible opportunities." This book seeks to explore them. The media is examined through four sections. ‘Principles’ maps business models and the key tools of AI. ‘Platforms’ covers distribution channels in Games, Streamers, Social Networks, Broadcast and Digital Publishing. ‘Producers’ covers the engines of content-making, including Scripted, Entertainment, Factual, Content Marketing, Creators and Music. Finally, ‘Pioneers’ covers emerging sectors of Podcasting, Esports, the Metaverse and other AI-driven developments. Then in each chapter, a standard value creation model is applied, mapping a single sector through development, production, distribution and monetisation. Diverse case studies are analysed from India, Nigeria, South Korea, South Africa, France, the Netherlands, the US, the UK, Denmark and China – around creative entrepreneurship, revenue models, profit drivers, rights and emerging AI tools. Questions are provided for each case, whilst chapter summaries cement learning. Applied and technology-focused, this text offers core reading for advanced undergraduate and postgraduates studying Media Management – or the relationship between Entertainment, Media and Technology. Online resources include chapter-by-chapter PowerPoint slides and an Instructor’s Manual with further exercises and case studies.

Punk Playthings

Author : Sean Taylor,Chris Lowthorpe
Publisher : CRC Press
Page : 388 pages
File Size : 55,7 Mb
Release : 2017-11-13
Category : Computers
ISBN : 9781315350035

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Punk Playthings by Sean Taylor,Chris Lowthorpe Pdf

Punk Playthings Provocations for 21st Century Game Makers "Punk was an attitude. It was never about having a Mohican haircut or wearing a ripped T-shirt. It was all about destruction, and the creative potential within that." Malcolm Mclaren Warning: If you want a silver bullet solution for efficient game making or a step-by-step guide to receiving Indie Game Dev hero worship, you’re in the wrong place. Put the book back on the shelf. Punk Playthings is an antidote to complacency and orthodoxy. Packed with probes and provocations that explore game making through fresh lenses for uncertain times, it challenges gaming monoculture by constructing a trading space for ideas and learning from across domains and cultures. Punk Playthings has zero respect for boundaries between mediums, industries, sectors, specialisms or disciplines. Instead, it challenges you to expand your cultural capital, think laterally and make new connections. Punk Playthings advocates a truly independent mindset and DIY approach for creating playful experiences with cultural resonance. It proclaims creative entrepreneurship as the true legacy of punk. Punk Playthings is not for everyone. But it might be for you.

Indie Games

Author : Mike Diver
Publisher : Michael O'Mara Books
Page : 128 pages
File Size : 50,8 Mb
Release : 2016-03-24
Category : Computers
ISBN : 9781910552353

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Indie Games by Mike Diver Pdf

Everything you need to know about the exciting new trend of indie gaming. Independently made video games have become some of the most original, ingenious and successful games available on the market today. Matched against giant tech companies and their mammoth-budget franchises, indies, have demonstrated the extraordinary impact that individuals and small teams can have on the direction of the gaming world. Mike Diver takes us behind the scenes to explore this incredible movement, where freedom from major studios has allowed for near-infinite possibilities, revolutionizing gaming mechanics and remoulding genres. Including interviews with legendary developers such as Tim Schafer and David Braben as well as the brains behind newer studios such as The Chinese Room, Hello Games and Simogo, Indie Games introduces us to the personalities, the passion and the practicalities that have transformed an industry.