Ludotopia

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Ludotopia

Author : Espen Aarseth,Stephan Günzel
Publisher : transcript Verlag
Page : 317 pages
File Size : 45,8 Mb
Release : 2019-08-31
Category : Social Science
ISBN : 9783839447307

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Ludotopia by Espen Aarseth,Stephan Günzel Pdf

Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.

Ludotopia

Author : Espen Aarseth,Stephan Günzel
Publisher : Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
Page : 316 pages
File Size : 47,9 Mb
Release : 2019-09
Category : Electronic
ISBN : 3837647307

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Ludotopia by Espen Aarseth,Stephan Günzel Pdf

Where do computer games "happen"? The articles collected in this pioneering volume explore the categories of "space," "place," and "territory" to lay the groundwork for the study of spatiality in games.

Expressive Space

Author : Gregory Whistance-Smith
Publisher : Walter de Gruyter GmbH & Co KG
Page : 273 pages
File Size : 42,8 Mb
Release : 2022-01-19
Category : History
ISBN : 9783110723731

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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.

Video Games and Comedy

Author : Krista Bonello Rutter Giappone,Tomasz Z. Majkowski,Jaroslav Švelch
Publisher : Springer Nature
Page : 371 pages
File Size : 46,5 Mb
Release : 2022-03-26
Category : Performing Arts
ISBN : 9783030883386

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Video Games and Comedy by Krista Bonello Rutter Giappone,Tomasz Z. Majkowski,Jaroslav Švelch Pdf

Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles. The first section of the book includes chapters that engage with theories of comedy and humour, adapting them to the specifics of the video game medium. The second section explores humour in the contexts, cultures, and communities that give rise to and spring up around video games, focusing on phenomena such as in-jokes, player self-reflexivity, and player/fan creativity. The third section offers case studies of individual games or game series, exploring the use of irony as well as sexual and racial humour in video games. Chapter “Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Video Games and Spatiality in American Studies

Author : Dietmar Meinel
Publisher : Walter de Gruyter GmbH & Co KG
Page : 423 pages
File Size : 41,6 Mb
Release : 2022-02-21
Category : History
ISBN : 9783110675238

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Video Games and Spatiality in American Studies by Dietmar Meinel Pdf

While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.

Video Game Chronotopes and Social Justice

Author : Mike Piero
Publisher : Springer Nature
Page : 299 pages
File Size : 50,7 Mb
Release : 2022-01-25
Category : Social Science
ISBN : 9783030919443

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Video Game Chronotopes and Social Justice by Mike Piero Pdf

Video Game Chronotopes and Social Justice examines how the chronotope, which literally means “timespace,” is an effective interpretive lens through which to understand the cultural and ideological significance of video games. Using ‘slow readings’ attuned to deconstruction along the lines of post-structuralist theory, gender studies, queer studies, continental philosophy, and critical theory, Mike Piero exposes the often-overlooked misogyny, heteronormativity, racism, and patriarchal structures present in many Triple-A video games through their arrangement of timespace itself. Beyond understanding time and space as separate mechanics and dimensions, Piero reunites time and space through the analysis of six chronotopes—of the bonfire, the abject, the archipelago, the fart as pharmakon, madness, and coupled love—toward a poetic meaning making that is at the heart of play itself, all in affirmation of life, equity, and justice.

›Assassin’s Creed‹ in the Classroom

Author : Erik Champion,Juan Francisco Hiriart Vera
Publisher : Walter de Gruyter GmbH & Co KG
Page : 266 pages
File Size : 54,9 Mb
Release : 2023-12-18
Category : Games & Activities
ISBN : 9783111253473

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›Assassin’s Creed‹ in the Classroom by Erik Champion,Juan Francisco Hiriart Vera Pdf

The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.

Paratextualizing Games

Author : Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt
Publisher : transcript Verlag
Page : 364 pages
File Size : 49,7 Mb
Release : 2021-11-30
Category : Social Science
ISBN : 9783732854219

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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?

Artificial Intelligence and Playable Media

Author : Eric Freedman
Publisher : Taylor & Francis
Page : 149 pages
File Size : 50,6 Mb
Release : 2022-09-02
Category : Social Science
ISBN : 9781000648553

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Artificial Intelligence and Playable Media by Eric Freedman Pdf

This book introduces readers to artificial intelligence (AI) through the lens of playable media and explores the impact of such software on everyday life. From video games to robotic companions to digital twins, artificial intelligence drives large sectors of the culture industry where play, media and machine learning coexist. This book illustrates how playable media contribute to our sense of self, while also harnessing our data, tightening our bonds with computation and realigning play with the demands of network logic. Author Eric Freedman examines a number of popular media forms - from the Sony AIBO robotic dog, video game developer Naughty Dog’s Uncharted and The Last of Us franchises, to Peloton’s connected fitness equipment - to lay bare the computational processes that undergird playable media, and addresses the social, cultural, technological and economic forces that continue to shape user-centered experience and design. The case studies are drawn from a number of related research fields, including science and technology studies, media studies and software studies. This book is ideal for media studies students, scholars and practitioners interested in understanding how applied artificial intelligence works in popular, public and visual culture.

The World of Fallout

Author : Kenton Taylor Howard
Publisher : Taylor & Francis
Page : 133 pages
File Size : 55,5 Mb
Release : 2023-07-20
Category : Social Science
ISBN : 9781000970999

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The World of Fallout by Kenton Taylor Howard Pdf

Examining the four main single player games in the franchise and its related spinoff games, this book explores the world of the popular role-playing video game, Fallout. Kenton Taylor Howard examines the maps of the games, the design of their worlds, and how the franchise has been expanded through fan-created video game modifications and tabletop games. This book highlights the importance of worldbuilding in the Fallout franchise, examining the extensive alternate history the game creates – diverging from real-world history in the early 1900s and resulting in a world that is destroyed by nuclear apocalypse in 2077 – and exploring how the series builds this detailed world over the course of many games. The book also examines how the franchise has served as an extended commentary on American militarism and expansionism. The series is closely examined through the lens of critical media studies, as well as relying on theoretical frameworks relating to video game design and world design. This book will be of interest to students, scholars, and enthusiasts of video game studies, video game design, media fandom and fan studies, transmedia studies, and imaginary worlds.

Disability and Video Games

Author : Markus Spöhrer,Beate Ochsner
Publisher : Springer Nature
Page : 365 pages
File Size : 45,5 Mb
Release : 2023-12-18
Category : Social Science
ISBN : 9783031343742

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Disability and Video Games by Markus Spöhrer,Beate Ochsner Pdf

This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of how Game Studies can profit from a Disability Studies perspective of en-/disabling gaming and issues of disability, (in)accessibility and ableism, and vice versa. Instead of departing from the medical model of disability that informs a wide range of publications on “disabled” gaming and that preconceives users as either “able-bodied,” “normal” or as “disabled,” “deficit,” or “unable to play,” our central premise is that dis/ability is not an essential characteristic of the playing subject. We rather intend to analyze the complex infrastructures of playing, i.e., the complex interplay of heterogeneous human and non-human actors, that are en- or disabling.

Encyclopedia of Video Games [3 volumes]

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 1365 pages
File Size : 52,8 Mb
Release : 2021-05-24
Category : Games & Activities
ISBN : 9781440870200

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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.

Intermedia Games—Games Inter Media

Author : Michael Fuchs,Jeff Thoss
Publisher : Bloomsbury Publishing USA
Page : 247 pages
File Size : 42,8 Mb
Release : 2019-02-21
Category : Social Science
ISBN : 9781501330506

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Intermedia Games—Games Inter Media by Michael Fuchs,Jeff Thoss Pdf

This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

Video Games and Storytelling

Author : Souvik Mukherjee
Publisher : Springer
Page : 239 pages
File Size : 52,6 Mb
Release : 2015-09-15
Category : Social Science
ISBN : 9781137525055

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Video Games and Storytelling by Souvik Mukherjee Pdf

The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-à-vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.

Digital Narrative Spaces

Author : Daniel Punday
Publisher : Routledge
Page : 179 pages
File Size : 50,9 Mb
Release : 2021-12-30
Category : Literary Criticism
ISBN : 9781000516029

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Digital Narrative Spaces by Daniel Punday Pdf

There is a broad consensus that digital narrative is "spatial," but what this critical term means and how it is used varies greatly depending on the discipline from which it is approached. Digital Narrative Spaces brings together essays by prominent scholars in electronic literature and other forms of digital authorship to explore the relationship between story and space across these disciplines. This volume includes an introduction with Marie-Laure Ryan’s typology of space, followed by thought-provoking individual chapters which explore innovative explorations of electronic literature, locative media, literary tourism, and the mapping of real-world literary spaces. The collection closes with an essay analyzing continuities and discontinuities in theory of space across the chapters. This volume will provide an important framework for establishing a dialogue across disciplines and future scholarship in these fields.