Online Games Social Narratives

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Online Games, Social Narratives

Author : Esther MacCallum-Stewart
Publisher : Routledge
Page : 209 pages
File Size : 41,5 Mb
Release : 2014-06-13
Category : Social Science
ISBN : 9781317652236

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Online Games, Social Narratives by Esther MacCallum-Stewart Pdf

The study of online gaming is changing. It is no longer enough to analyse one type of online community in order to understand the plethora of players who take part in online worlds and the behaviours they exhibit. MacCallum-Stewart studies the different ways in which online games create social environments and how players choose to interpret these. These games vary from the immensely popular social networking games on Facebook such as Farmville to Massively Multiplayer Online Roleplaying Games to "Free to Play" online gaming and console communities such as players of Xbox Live and PS3 games. Each chapter deals with a different aspect of social gaming online, breaking down when games are social and what narrative devices make them so. This cross-disciplinary study will appeal to those interested in cyberculture, the evolution of gaming technology, and sociologies of media.

Ethics and Game Design: Teaching Values through Play

Author : Schrier, Karen,Gibson, David
Publisher : IGI Global
Page : 396 pages
File Size : 53,9 Mb
Release : 2010-02-28
Category : Education
ISBN : 9781615208463

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Ethics and Game Design: Teaching Values through Play by Schrier, Karen,Gibson, David Pdf

"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.

Games and Narrative: Theory and Practice

Author : Barbaros Bostan
Publisher : Springer Nature
Page : 347 pages
File Size : 51,5 Mb
Release : 2021-12-07
Category : Computers
ISBN : 9783030815387

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Games and Narrative: Theory and Practice by Barbaros Bostan Pdf

This book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals.

Gamers

Author : Garry Crawford,Victoria K Gosling,Ben Light
Publisher : Routledge
Page : 313 pages
File Size : 52,9 Mb
Release : 2013-03
Category : Computers
ISBN : 9781135275051

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Gamers by Garry Crawford,Victoria K Gosling,Ben Light Pdf

This book explores patterns of gameplay and sociality afforded by online gaming. Bringing together essays from leading and emerging academics, this book explores key issues in understanding online gaming, including: patterns of play, legality, production, identity, gamer communities, communication, social exclusion and inclusion, and considers future directions in online gaming.

Online Gaming in Context

Author : Garry Crawford,Victoria K Gosling,Ben Light
Publisher : Routledge
Page : 334 pages
File Size : 41,9 Mb
Release : 2013-03-01
Category : Games & Activities
ISBN : 9781135275044

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Online Gaming in Context by Garry Crawford,Victoria K Gosling,Ben Light Pdf

There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming.

Narrative Tactics for Mobile and Social Games

Author : Toiya Kristen Finley
Publisher : CRC Press
Page : 252 pages
File Size : 53,7 Mb
Release : 2018-07-24
Category : Computers
ISBN : 9781498780797

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Narrative Tactics for Mobile and Social Games by Toiya Kristen Finley Pdf

Despite its significant growth over the past five years, the mobile and social videogame industry is still maturing at a rapid rate. Due to various storage and visual and sound asset restrictions, mobile and social gaming must have innovative storytelling techniques. Narrative Tactics grants readers practical advice for improving narrative design and game writing for mobile and social games, and helps them rise to the challenge of mobile game storytelling. The first half of the book covers general storytelling techniques, including worldbuilding, character design, dialogue, and quests. In the second half, leading experts in the field explore various genres and types of mobile and social games, including educational games, licensed IP, games for specific demographics, branding games, and free to play (F2P).

Game Love

Author : Jessica Enevold,Esther MacCallum-Stewart
Publisher : McFarland
Page : 284 pages
File Size : 51,7 Mb
Release : 2015-01-09
Category : Games & Activities
ISBN : 9781476618784

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Game Love by Jessica Enevold,Esther MacCallum-Stewart Pdf

What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.

Intermedia Games—Games Inter Media

Author : Michael Fuchs,Jeff Thoss
Publisher : Bloomsbury Publishing USA
Page : 297 pages
File Size : 41,8 Mb
Release : 2019-02-21
Category : Social Science
ISBN : 9781501330513

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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.

Encyclopedia of Video Games [3 volumes]

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 1173 pages
File Size : 50,8 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 Ubiquitous Internet

Author : Anja Bechmann,Stine Lomborg
Publisher : Routledge
Page : 204 pages
File Size : 45,9 Mb
Release : 2014-11-13
Category : Computers
ISBN : 9781317931393

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The Ubiquitous Internet by Anja Bechmann,Stine Lomborg Pdf

This book presents state of the art theoretical and empirical research on the ubiquitous internet: its everyday users and its economic stakeholders. The book offers a 360-degree media analysis of the contemporary terrain of the internet by examining both user and industry perspectives and their relation to one another. Contributors consider user practices in terms of internet at your fingertips—the abundance, free flow, and interconnectivity of data. They then consider industry’s use of user data and standards in commodification and value-creation.

What If Everybody Did That?

Author : Ellen Javernick
Publisher : Marshall Cavendish
Page : 40 pages
File Size : 45,6 Mb
Release : 2010
Category : Juvenile Fiction
ISBN : 0761456864

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What If Everybody Did That? by Ellen Javernick Pdf

"Text first published in 1990 by Children's Press, Inc."

Ctrl-Alt-Play

Author : Matthew Wysocki
Publisher : McFarland
Page : 227 pages
File Size : 40,9 Mb
Release : 2013-02-15
Category : Games & Activities
ISBN : 9780786470136

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Ctrl-Alt-Play by Matthew Wysocki Pdf

The word "control" has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video games, including different ways to theorize and define control within video gaming and how control impacts game design and game play. Close readings of specific games--including Grand Theft Auto IV, Call of Duty: Black Ops, and Dragon Age: Origins--consider how each locates elements of control in their structures. As video games increasingly become a major force in the media landscape, this important contribution to the field of game studies provides a valuable framework for understanding their growing impact.

Narrative Tactics for Mobile and Social Games

Author : Toiya Kristen Finley
Publisher : CRC Press
Page : 236 pages
File Size : 49,8 Mb
Release : 2018-07-24
Category : Computers
ISBN : 9781351651257

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Narrative Tactics for Mobile and Social Games by Toiya Kristen Finley Pdf

Despite its significant growth over the past five years, the mobile and social videogame industry is still maturing at a rapid rate. Due to various storage and visual and sound asset restrictions, mobile and social gaming must have innovative storytelling techniques. Narrative Tactics grants readers practical advice for improving narrative design and game writing for mobile and social games, and helps them rise to the challenge of mobile game storytelling. The first half of the book covers general storytelling techniques, including worldbuilding, character design, dialogue, and quests. In the second half, leading experts in the field explore various genres and types of mobile and social games, including educational games, licensed IP, games for specific demographics, branding games, and free to play (F2P). Key Features The only book dedicated to narrative design and game writing in social and mobile games, an explosive market overtaking the console gaming market. Provides tips for narrative design and writing tailored specifically for mobile and social game markets. Guides readers along with conclusions that include questions to help the reader in narrative design and/or writing. Explores real games to illustrate theory and best practices with analyses of game case studies per chapter, covering indie, social/mobile, and AAA games. Includes checklists to help readers critique their own narrative design/writing.

Social, Casual and Mobile Games

Author : Michele Willson,Tama Leaver
Publisher : Bloomsbury Publishing USA
Page : 320 pages
File Size : 45,6 Mb
Release : 2016-02-25
Category : Crafts & Hobbies
ISBN : 9781501310577

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Social, Casual and Mobile Games by Michele Willson,Tama Leaver Pdf

Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world.

The International Encyclopedia of Language and Social Interaction, 3 Volume Set

Author : Cornelia Ilie,Todd Sandel
Publisher : John Wiley & Sons
Page : 1675 pages
File Size : 41,8 Mb
Release : 2015-06-08
Category : Social Science
ISBN : 9781118611104

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The International Encyclopedia of Language and Social Interaction, 3 Volume Set by Cornelia Ilie,Todd Sandel Pdf

The International Encyclopedia of Language and Social Interaction is an invaluable reference work featuring contributions from leading global scholars, available both online and as a three-volume print set. The definitive international reference work on a topic of major and increasing importance, in a new series of sub-disciplinary international encyclopedias Provides state-of-the-art research for scholars in a highly interactive and accessible format, available both online and as a three-volume print set Covers key research topics in the field with contributions from a team of experienced, global editors Successfully brings into a single source, explication of all of the fascinating and ground-breaking Language and Social Interaction work developing globally and across subjects Part of The Wiley Blackwell-ICA International Encyclopedias of Communication series, published in conjunction with the International Communication Association. Online version available at Wiley Online Library