Machinima

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Fan Fiction and Fan Communities in the Age of the Internet

Author : Kristina Busse
Publisher : McFarland
Page : 296 pages
File Size : 43,6 Mb
Release : 2014-09-17
Category : Literary Criticism
ISBN : 9780786454969

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Fan Fiction and Fan Communities in the Age of the Internet by Kristina Busse Pdf

Fans have been responding to literary works since the days of Homer's Odyssey and Euripedes' Medea. More recently, a number of science fiction, fantasy, media, and game works have found devoted fan followings. The advent of the Internet has brought these groups from relatively limited, face-to-face enterprises to easily accessible global communities, within which fan texts proliferate and are widely read and even more widely commented upon. New interactions between readers and writers of fan texts are possible in these new virtual communities. From Star Trek to Harry Potter, the essays in this volume explore the world of fan fiction--its purposes, how it is created, how the fan experiences it. Grouped by subject matter, essays cover topics such as genre intersection, sexual relationships between characters, character construction through narrative, and the role of the beta reader in online communities. The work also discusses the terminology used by creators of fan artifacts and comments on the effects of technological advancements on fan communities. Instructors considering this book for use in a course may request an examination copy here.

Video Game Spaces

Author : Michael Nitsche
Publisher : MIT Press
Page : 315 pages
File Size : 43,5 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.

Understanding Machinima

Author : Jenna Ng
Publisher : Bloomsbury Publishing USA
Page : 377 pages
File Size : 49,9 Mb
Release : 2013-07-30
Category : Social Science
ISBN : 9781441124531

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Understanding Machinima by Jenna Ng Pdf

In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.

Language Teaching with Video-Based Technologies

Author : Michael Thomas,Christel Schneider
Publisher : Routledge
Page : 208 pages
File Size : 45,7 Mb
Release : 2020-07-03
Category : Computers
ISBN : 9781000172423

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Language Teaching with Video-Based Technologies by Michael Thomas,Christel Schneider Pdf

This book explores the implications of technology-mediated project-based language learning for CALL teacher development, focusing on the role of video-based instruction in elucidating challenges and opportunities to promote learner creativity in the language classroom. The volume builds on existing literature on project-based language learning by extending the focus on the affordances of machinima, digital video created by teachers and learners to capture experience in 3D immersive games or virtual worlds. Drawing on data from a large-scale research project featuring case studies that examine different facets of CALL teacher education, the book calls attention to language learning and teaching strategies that encourage both learners and teachers to develop innovative approaches in the language classroom and how such approaches promote the integration of lifelong learning skills alongside traditional linguistic competencies. Offering a dynamic contribution to the growing literature on the interface of language learning and teaching and technology, this book will appeal to students and researchers in applied linguistics and language and education, as well as those interested in the latest developments in CALL.

Creative Technologies for Multidisciplinary Applications

Author : Connor, Andy M.
Publisher : IGI Global
Page : 467 pages
File Size : 55,6 Mb
Release : 2016-03-29
Category : Computers
ISBN : 9781522500179

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Creative Technologies for Multidisciplinary Applications by Connor, Andy M. Pdf

Given that institutions of higher education have a predisposition to compartmentalize and delineate areas of study, creative technology may seem oxymoronic. On the contrary, the very basis of western thought is found in the idea of transcendent knowledge. The marriage of opposing disciplines therefore acts as a more holistic approach to education. Creative Technologies for Multidisciplinary Applications acts as an inspiration to educators and researchers who wish to participate in the future of such multidisciplinary disciplines. Because creative technology encompasses many applications with the realm of art, gaming, the humanities, and digitization, this book features a diverse collection of relevant research for the modern world. It is a pivotal reference publication for educators, students, and researchers in fields related to sociology, technology, and the humanities.

Encyclopedia of Video Games [3 volumes]

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 1173 pages
File Size : 54,9 Mb
Release : 2021-05-24
Category : Games & Activities
ISBN : 9798216161820

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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.

The Art of Movies

Author : Nicolae Sfetcu
Publisher : Nicolae Sfetcu
Page : 1030 pages
File Size : 40,8 Mb
Release : 2014-05-06
Category : Art
ISBN : 8210379456XXX

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The Art of Movies by Nicolae Sfetcu Pdf

Movie is considered to be an important art form; films entertain, educate, enlighten and inspire audiences. Film is a term that encompasses motion pictures as individual projects, as well as — in metonymy — the field in general. The origin of the name comes from the fact that photographic film (also called filmstock) has historically been the primary medium for recording and displaying motion pictures. Many other terms exist — motion pictures (or just pictures or "picture"), the silver screen, photoplays, the cinema, picture shows, flicks — and commonly movies.

The SAGE Encyclopedia of Out-of-School Learning

Author : Kylie Peppler
Publisher : SAGE Publications
Page : 992 pages
File Size : 41,6 Mb
Release : 2017-04-11
Category : Education
ISBN : 9781483385204

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The SAGE Encyclopedia of Out-of-School Learning by Kylie Peppler Pdf

The SAGE Encyclopedia of Out-of-School Learning documents what the best research has revealed about out-of-school learning: what facilitates or hampers it; where it takes place most effectively; how we can encourage it to develop talents and strengthen communities; and why it matters. Key features include: Approximately 260 articles organized A-to-Z in 2 volumes available in a choice of electronic or print formats. Signed articles, specially commissioned for this work and authored by key figures in the field, conclude with Cross References and Further Readings to guide students to the next step in a research journey. Reader’s Guide groups related articles within broad, thematic areas to make it easy for readers to spot additional relevant articles at a glance. Detailed Index, the Reader’s Guide, and Cross References combine for search-and-browse in the electronic version. Resource Guide points to classic books, journals, and web sites, including those of key associations.

CALL communities and culture – short papers from EUROCALL 2016

Author : Salomi Papadima-Sophocleous,Linda Bradley,Sylvie Thouësny
Publisher : Research-publishing.net
Page : 524 pages
File Size : 47,8 Mb
Release : 2016-12-18
Category : Education
ISBN : 9781908416438

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CALL communities and culture – short papers from EUROCALL 2016 by Salomi Papadima-Sophocleous,Linda Bradley,Sylvie Thouësny Pdf

The 23rd EUROCALL conference was organised by the Cyprus University of Technology Language Centre. The theme of the conference was “CALL communities and Culture”. Between the 24th and 27th August 2016, over 135 presentations were delivered and 27 posters were presented; 84 of these presentations appear in this volume of selected peer-reviewed short papers.

Critical Gaming: Interactive History and Virtual Heritage

Author : Erik Champion
Publisher : Routledge
Page : 232 pages
File Size : 50,6 Mb
Release : 2016-03-09
Category : Language Arts & Disciplines
ISBN : 9781317157397

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Critical Gaming: Interactive History and Virtual Heritage by Erik Champion Pdf

This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Game Mods: Design, Theory and Criticism

Author : Erik Champion
Publisher : Lulu.com
Page : 202 pages
File Size : 43,7 Mb
Release : 2013-01-01
Category : Education
ISBN : 9781300540618

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Game Mods: Design, Theory and Criticism by Erik Champion Pdf

Are games worthy of academic attention? Can they be used effectively in the classroom, in the research laboratory, as an innovative design tool, as a persuasive political weapon? Game Mods: Design Theory and Criticism aims to answer these and more questions. It features chapters by authors chosen from around the world, representing fields as diverse as architecture, ethnography, puppetry, cultural studies, music education, interaction design and industrial design. How can we design, play with and reflect on the contribution of game mods, related tools and techniques, to both game studies and to society as a whole?

Second Life, Media, and the Other Society

Author : Phylis Johnson
Publisher : Peter Lang
Page : 316 pages
File Size : 43,7 Mb
Release : 2010
Category : Second Life
ISBN : 1433106167

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Second Life, Media, and the Other Society by Phylis Johnson Pdf

This book examines the convergence of media in the largest residential virtual community to date in the gaming world: Second Life. This user content-driven platform has brought media makers and audiences together in interactive environments where news, entertainment, and art have become programming for virtual media networks with implications for traditional mainstream programming and distribution. New media moguls are emerging from Second Life and expanding to the larger Metaverse. This book explores media's role in reporting and reflecting the social, political, and economic issues within Second Life and beyond, and includes more than a dozen interviews of active Second Life residents.

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play

Author : Alexis Pulos,S. Austin Lee
Publisher : Springer
Page : 223 pages
File Size : 52,8 Mb
Release : 2016-12-24
Category : Social Science
ISBN : 9783319438177

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Transnational Contexts of Culture, Gender, Class, and Colonialism in Play by Alexis Pulos,S. Austin Lee Pdf

This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.

Computer Games and New Media Cultures

Author : Johannes Fromme,Alexander Unger
Publisher : Springer Science & Business Media
Page : 694 pages
File Size : 40,8 Mb
Release : 2012-06-14
Category : Education
ISBN : 9789400727779

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Computer Games and New Media Cultures by Johannes Fromme,Alexander Unger Pdf

Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.