Metagaming

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Metagaming

Author : Stephanie Boluk,Patrick LeMieux
Publisher : U of Minnesota Press
Page : 413 pages
File Size : 42,9 Mb
Release : 2017-04-04
Category : Games & Activities
ISBN : 9781452954165

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Metagaming by Stephanie Boluk,Patrick LeMieux Pdf

The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.

Rules of Play

Author : Katie Salen Tekinbas,Eric Zimmerman
Publisher : MIT Press
Page : 680 pages
File Size : 47,7 Mb
Release : 2003-09-25
Category : Computers
ISBN : 0262240459

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Rules of Play by Katie Salen Tekinbas,Eric Zimmerman Pdf

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Metagame

Author : Sam Landstrom
Publisher : 47North
Page : 0 pages
File Size : 40,8 Mb
Release : 2010
Category : Fiction
ISBN : 1935597167

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Metagame by Sam Landstrom Pdf

Speculative science fiction at its finest, MetaGame by Sam Landstrom is a 'future gamers' field guide and a philosophical cyberpunk adventure. In this original and disturbingly irreverent prospective world, gaming is more than a diversion--and gamers are, literally, in it for life. The OverSoul, an enigmatic, unifying force, offers winners points that add up to currency. Reigning champs are given the gift of immortality--while losers are condemned to aging and death. D_Light is one of the best players in his Family and will do anything to win, even if it means committing murder. When he's invited to a MetaGame--an exclusive, high-stakes competition--he jumps at the chance. But after the first quest, D_Light's overly ambitious ways brand him a renegade. With a warped sense of freewill that is needed to prevail, D_Light must either kill someone he's grown to love--or lose everything.

Interactive Storytelling

Author : Frank Nack,Andrew S. Gordon
Publisher : Springer
Page : 473 pages
File Size : 46,9 Mb
Release : 2016-11-08
Category : Computers
ISBN : 9783319482798

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Interactive Storytelling by Frank Nack,Andrew S. Gordon Pdf

This book constitutes the refereed proceedings of the 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, held in Los Angeles, CA, USA, in November 2016. The 26 revised full papers and 8 short papers presented together with 9 posters, 4 workshop, and 3 demonstration papers were carefully reviewed and selected from 88 submissions. The papers are organized in topical sections on analyses and evaluation systems; brave new ideas; intelligent narrative technologies; theoretical foundations; and usage scenarios and applications.

Dungeons and Dragons and Philosophy

Author : Jon Cogburn,Mark Silcox
Publisher : Open Court
Page : 288 pages
File Size : 42,6 Mb
Release : 2012-09-11
Category : Philosophy
ISBN : 9780812698039

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Dungeons and Dragons and Philosophy by Jon Cogburn,Mark Silcox Pdf

This volume will convince readers that the swift ascent of the tabletop role-playing game Dungeons and Dragons to worldwide popularity in the 1970s and 1980s is “the most exciting event in popular culture since the invention of the motion picture.” Dungeons and Dragons and Philosophy presents twenty-one chapters by different writers, all D&D aficionados but with starkly different insights and points of view. It will be appreciated by thoughtful fans of the game, including both those in their thirties, forties, and fifties who have rediscovered the pastime they loved as teenagers and the new teenage and college-student D&D players who have grown up with gaming via computer and console games and are now turning to D&D as a richer, fuller gaming experience. The book is divided into three parts. The first, “Heroic Tier: The Ethical Dungeon-Crawler,” explores what D&D has to teach us about ethics and about how results from the philosophical study of morality can enrich and transform the game itself. Authors argue that it’s okay to play evil characters, criticize the traditional and new systems of moral alignment, and (from the perspective of those who love the game) tackle head-on the recurring worries about whether the game has problems with gender and racial stereotypes. Readers of Dungeons and Dragons and Philosophy will become better players, better thinkers, better dungeon-masters, and better people. Part II, “Paragon Tier: Planes of Existence,” arouses a new sense of wonder about both the real world and the collaborative world game players create. Authors look at such metaphysical questions as what separates magic from science, how we express the inexpressible through collaborative storytelling, and what the objects that populate Dungeons and Dragons worlds can teach us about the equally fantastic objects that surround us in the real world. The third part, “Epic Tier: Leveling Up,” is at the crossroads of philosophy and the exciting new field of Game Studies. The writers investigate what makes a game a game, whether D&D players are artists producing works of art, whether D&D (as one of its inventors claimed) could operate entirely without rules, how we can overcome the philosophical divide between game and story, and what types of minds take part in D&D.

Complexity of Interaction

Author : Pentti Haddington,Tiina Eilittä,Antti Kamunen,Laura Kohonen-Aho,Iira Rautiainen,Anna Vatanen
Publisher : Springer Nature
Page : 514 pages
File Size : 48,6 Mb
Release : 2023-10-12
Category : Language Arts & Disciplines
ISBN : 9783031307270

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Complexity of Interaction by Pentti Haddington,Tiina Eilittä,Antti Kamunen,Laura Kohonen-Aho,Iira Rautiainen,Anna Vatanen Pdf

Everyday social life is deeply tied to the ways in which people talk, interact, and engage in joint activities with each other. This book examines language use and social interaction through the lens of complexity, focusing on how participants establish and maintain shared understanding in multi-layered situations and settings. This book will find readership among students and scholars who use video-based methods and are interested in interaction, intersubjectivity and multimodality.

Connected Gaming

Author : Yasmin B. Kafai,Quinn Burke
Publisher : MIT Press
Page : 221 pages
File Size : 44,7 Mb
Release : 2024-03-19
Category : Education
ISBN : 9780262551557

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Connected Gaming by Yasmin B. Kafai,Quinn Burke Pdf

How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.

Star Wars: Essays Exploring a Galaxy Far, Far Away

Author : Emily Strand,Amy H. Sturgis
Publisher : Vernon Press
Page : 252 pages
File Size : 49,8 Mb
Release : 2023-09-12
Category : Art
ISBN : 9781648897559

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Star Wars: Essays Exploring a Galaxy Far, Far Away by Emily Strand,Amy H. Sturgis Pdf

'Star Wars' is a global phenomenon that in 2022 celebrated its 45th year of transmedia storytelling, and it has never been more successful than it is today. More 'Star Wars' works than ever are currently available or in simultaneous development, including live-action and animated series, novels, comics, and merchandise, as well as the feature films for which the franchise is best known. 'Star Wars' fandom is worldwide, time-tested, and growing; academic interest in the franchise, both inside and outside of the classroom, is high. This accessible and multidisciplinary anthology covers topics across the full history of the franchise. With a range of essays by authors whose disciplines run from culture and religious studies to film, feminism, and philology, 'Star Wars: Essays Exploring a Galaxy Far, Far Away' speaks to academics in the field, students in the classroom, and anyone looking to broaden their understanding and deepen their appreciation for 'Star Wars'.

Metagamer Chronicles: Complete Collection

Author : Xavier P. Hunter
Publisher : Magical Scrivener Press
Page : 780 pages
File Size : 49,7 Mb
Release : 2018-11-15
Category : Fiction
ISBN : 9781643550152

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Metagamer Chronicles: Complete Collection by Xavier P. Hunter Pdf

Gary Burns thought he’d created a masterpiece. Instead, he’d created a prison for his friends—and himself. Gary Burns just wanted to create the greatest RPG campaign of his gaming career. But a freak magical accident sucks him into the very world he created—as himself. Surrounded by heroes who look and sound like his friends, Gary is forced to play out the story he wrote. Worthless in a fight, Gary must prove himself valuable even if it means feeding the team insider knowledge. Because he needs to keep his friends close—and himself alive—until he can solve the puzzle he never designed: how to get everyone back home. Metagamer Chronicles puts the RPG into LitRPG, taking the ever-growing GameLit genre back to its tabletop roots. If you miss the rattle of dice and gaming at a table with your friends, the Metagamer Chronicles are what you've been craving. Fans of Dungeons and Dragons and old TSR novels will love Metagamer Chronicles.

Game User Experience Evaluation

Author : Regina Bernhaupt
Publisher : Springer
Page : 285 pages
File Size : 51,6 Mb
Release : 2015-06-04
Category : Computers
ISBN : 9783319159850

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Game User Experience Evaluation by Regina Bernhaupt Pdf

Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologically- orientated UX evaluation, user behaviour, telemetry based methods and social play as effective evaluation techniques for gaming design and evolving user-experience. Game User Experience Evaluation allows researchers, PhD students as well as game designers and developers to get an overview on available methods for all stages of the development life cycle.

eSports Yearbook 2019/20

Author : Julia Hiltscher,Tobias M. Scholz
Publisher : BoD – Books on Demand
Page : 138 pages
File Size : 45,5 Mb
Release : 2021-12-08
Category : Sports & Recreation
ISBN : 9783755754817

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eSports Yearbook 2019/20 by Julia Hiltscher,Tobias M. Scholz Pdf

The seventh edition of the eSports Yearbook is influenced by the Covid-19 pandemic, highlighting recent developments in the scene. The topics range from economic sustainability highlighting dynamic capabilities, the potential threat of video game publisher and sponsors, intercultural management and community building in Pokémon eSports to social sustainability discussing the grassroots development, the debate about Olympic eSports, state recognition in France, and the challenge of being an eSports athlete. Finally, the risks in terms of stakeholder responsibility are discussed. The book highlights the slowed development but eSports is becoming a central part of modern society.

New Directions in Print Culture Studies

Author : Jesse W. Schwartz,Daniel Worden
Publisher : Bloomsbury Publishing USA
Page : 320 pages
File Size : 45,6 Mb
Release : 2022-06-16
Category : Literary Criticism
ISBN : 9781501359750

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New Directions in Print Culture Studies by Jesse W. Schwartz,Daniel Worden Pdf

New Directions in Print Culture Studies features new methods and approaches to cultural and literary history that draw on periodicals, print culture, and material culture, thus revising and rewriting what we think we know about the aesthetic, cultural, and social history of transnational America. The unifying questions posed and answered in this book are methodological: How can we make material, archival objects meaningful? How can we engage and contest dominant conceptions of aesthetic, historical, and literary periods? How can we present archival material in ways that make it accessible to other scholars and students? What theoretical commitments does a focus on material objects entail? New Directions in Print Culture Studies brings together leading scholars to address the methodological, historical, and theoretical commitments that emerge from studying how periodicals, books, images, and ideas circulated from the 19th century to the present. Reaching beyond national boundaries, the essays in this book focus on the different materials and archives we can use to rewrite literary history in ways that highlight not a canon of “major” literary works, but instead the networks, dialogues, and tensions that define print cultures in various moments and movements.

Teaching Games and Game Studies in the Literature Classroom

Author : Tison Pugh,Lynn Ramey
Publisher : Bloomsbury Publishing
Page : 257 pages
File Size : 44,9 Mb
Release : 2022-09-22
Category : Education
ISBN : 9781350269736

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Teaching Games and Game Studies in the Literature Classroom by Tison Pugh,Lynn Ramey Pdf

Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.

Homebrew

Author : Xavier P. Hunter
Publisher : Magical Scrivener Press
Page : 359 pages
File Size : 44,6 Mb
Release : 2018-03-29
Category : Fiction
ISBN : 9781942642794

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Homebrew by Xavier P. Hunter Pdf

If Gary had known he'd get trapped in an RPG with his real-life stats, he’d have tried harder in gym class. Gary Burns just wanted to create the greatest RPG campaign of his gaming career. But a freak magical accident sucks him into the very world he created—as himself. Surrounded by heroes who look and sound like his friends, Gary is forced to play out the story he wrote. Worthless in a fight, Gary must prove himself valuable even if it means feeding the team insider knowledge. Because he needs to keep his friends close—and himself alive—until he can solve the puzzle he never designed: how to get everyone back home. Homebrew puts the RPG into LitRPG, taking the ever-growing GameLit genre back to its tabletop roots. If you miss the rattle of dice and gaming at a table with your friends, the Metagamer Chronicles are what you've been craving. Fans of Dungeons and Dragons and old TSR novels will love Homebrew.

Evaluating User Experience in Games

Author : Regina Bernhaupt
Publisher : Springer Science & Business Media
Page : 277 pages
File Size : 54,8 Mb
Release : 2010-04-12
Category : Computers
ISBN : 1848829639

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Evaluating User Experience in Games by Regina Bernhaupt Pdf

It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly “come of age”. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I’ll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.