Phenomenology Of The Gameworld A Philosophical Toolbox For Video Game Developers

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Phenomenology of the Gameworld: A Philosophical Toolbox for Video Game Developers

Author : Matthew E. Gladden
Publisher : Defragmenter Media
Page : 362 pages
File Size : 49,6 Mb
Release : 2019-12-15
Category : Computers
ISBN : 9781944373740

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Phenomenology of the Gameworld: A Philosophical Toolbox for Video Game Developers by Matthew E. Gladden Pdf

The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.

Video Games as Art

Author : Frank G. Bosman,Archibald L.H.M. van Wieringen
Publisher : Walter de Gruyter GmbH & Co KG
Page : 124 pages
File Size : 42,9 Mb
Release : 2022-11-07
Category : History
ISBN : 9783110731019

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Video Games as Art by Frank G. Bosman,Archibald L.H.M. van Wieringen Pdf

Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.

Roman Ingarden’s Aesthetics and Ontology

Author : Leszek Sosnowski,Natalia Anna Michna
Publisher : Bloomsbury Publishing
Page : 185 pages
File Size : 44,7 Mb
Release : 2023-08-24
Category : Philosophy
ISBN : 9781350321526

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Roman Ingarden’s Aesthetics and Ontology by Leszek Sosnowski,Natalia Anna Michna Pdf

This volume explores the work of Polish phenomenologist Roman Ingarden (1893-1970) with respect to his ontology, epistemology and aesthetics. An outstanding student of Edmund Husserl, it offers a unique tribute to one of the most important figures in contemporary philosophy. Leszek Sosnowski and Natalia Anna Michna introduce a team of renowned scholars to present new and timely readings of Ingarden's thought, placing his philosophy in a broader historical and cultural context. In doing so, they offer a cutting edge reflection on the relevance, refinement and depth of Ingarden's theory. Chapters are not only retrospective, but also set out the present and future development of philosophy inspired by his works. Reinvigorating the debate about Ingarden's phenomenological legacy and its relevance for contemporary thought, this collection of essays guides us through his place in the history of philosophy and presents new perspectives on selected aspects of his theory.

Utopian Confederation: Conspectus

Author : Matthew E. Gladden
Publisher : Mnemoclave
Page : 64 pages
File Size : 51,8 Mb
Release : 2020-02-14
Category : Fiction
ISBN : 9781944373832

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Utopian Confederation: Conspectus by Matthew E. Gladden Pdf

Imagining a different world This book offers an introduction to the Utopian Confederation RPG series and the peaceful, prosperous, and high-tech future society that provides the setting for its adventures. In this world, the island-republic of Utopia isn’t an imaginary land; it’s a diplomatic, economic, technological, and cultural trailblazer that has succeeded in unifying the world’s nations under a banner of peaceful collaboration – thanks largely to the Utopian mindset that combines a strong rationality and pursuit of scientific knowledge with a social and political philosophy that’s grounded in a deep spirituality and theological sensitivity. Will we find the answer around other stars? By the 2130s, the Utopian Confederation – and its technologically posthumanized society of human, animal, and artificially intelligent beings – has deftly mended and revitalized the earth and established new footholds throughout our solar system, on bodies including the moon, Mars, several asteroids, Callisto, Europa, Titan, and a number of orbital spacebases. No signs of life have yet been detected from from other worlds; contact with even a single alien civilization would be an epochal event that would rewrite our understanding of the universe. And advances in slower-than-light propulsion have finally brought within reach the dream of undertaking our first journeys to the nearest star systems. The recent perfection of the subluminal nuclear pulse (SNuP) drive by the Utopian Academy of Sciences has at last opened the door to the creation of true “starvessels” and made feasible the next step in our exploration of the cosmos: scientific missions to the extrasolar planets of Alpha Centauri, Barnard’s Star, Epsilon Eridani, Tau Ceti, and Wolf 1061. This endeavor is aimed at shedding light on the Fermi Paradox, which remains the most vexing scientific, technological, philosophical, and theological puzzle confronting humanity: why are we yet to discover any evidence of intelligent life “out there” in space, when all of the best scientific theories and evidence suggest that the galaxy should be teeming with advanced civilizations? Not just “utopian,” but “Utopian” Central to the game is the realm of Utopia. The remarkable history of the Utopian island-state – from its founding in ancient times up through the early 1500s – was described in detail in the eponymous volume published by Thomas More in 1516, which was based on the firsthand accounts of the traveller Raphael Hythloday, a former travelling companion of Amerigo Vespucci and one of the first modern Europeans to visit the island. Within the future gameworld of Utopian Confederation, Utopia is not a “nowhere” (as is suggested by the Greek roots of its name) but a concrete “someplace” that has played a critical role in shaping the course of events in our world – and beyond. The atmosphere of Utopian Confederation At its heart, Utopian Confederation is a game of better worlds. It is an intellectual, emotional, and spiritual exploration not only of the past worlds that might have been, if human beings had made wiser and more compassionate choices, but (more importantly) the future worlds that might yet be, if we manage not to continue destroying one another and our planet. It’s a fundamentally optimistic and hope-filled meditation on the mysteries of theodicy, metaphysics, science, and the depths of the human heart and mind. An gameworld with an “8-bit ethos” The world of Utopian Confederation also possesses a distinct aesthetic and philosophy: it’s lovingly wrapped in an “8-bit ethos” that inspired by classic video games that moves beyond the realm of graphic design to permeate all aspects of its gameplay experience and mechanics. This design philosophy not only lies at the heart not only of the Utopian Confederation computer games that are currently under development; it also serves as the foundation for a series of sourcebooks (to which this volume serves as a brief introduction) that will allow you to adapt the gameworld as a setting for tabletop RPG sessions or campaigns employing your favorite rule systems.

Game Research Methods: An Overview

Author : Patri Lankoski,Staffan Björk,et al.
Publisher : Lulu.com
Page : 374 pages
File Size : 46,8 Mb
Release : 2015
Category : Education
ISBN : 9781312884731

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Game Research Methods: An Overview by Patri Lankoski,Staffan Björk,et al. Pdf

"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.

A Companion to Heidegger

Author : Hubert L. Dreyfus,Mark A. Wrathall
Publisher : John Wiley & Sons
Page : 560 pages
File Size : 41,8 Mb
Release : 2008-04-15
Category : Philosophy
ISBN : 9780470997246

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A Companion to Heidegger by Hubert L. Dreyfus,Mark A. Wrathall Pdf

The Blackwell Companion to Heidegger is a complete guide to the work and thought of Martin Heidegger, one of the most influential philosophers of the twentieth century. Considers the most important elements of Heidegger’s intellectual biography, including his notorious involvement with National Socialism Provides a systematic and comprehensive exploration of Heidegger’s work One of the few books on Heidegger to cover his later work as well as Being and Time Includes key critical responses to Heidegger’s philosophy Contributors include many of the leading interpreters of, and commentators on, the work of Heidegger

Ludoliteracy

Author : José P. Zagal
Publisher : Lulu.com
Page : 164 pages
File Size : 47,7 Mb
Release : 2010
Category : Education
ISBN : 9780557277919

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Ludoliteracy by José P. Zagal Pdf

On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.

Exertion Games

Author : Florian Mueller,Rohit Ashok Khot,Kathrin Gerling,Regan Mandryk
Publisher : Unknown
Page : 106 pages
File Size : 54,5 Mb
Release : 2016-12-28
Category : Computers
ISBN : 1680832026

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Exertion Games by Florian Mueller,Rohit Ashok Khot,Kathrin Gerling,Regan Mandryk Pdf

Advances in human-computer interaction (HCI) technologies have led to emerging computer game systems that foster physical exertion as part of the interaction. This book provides an overview of existing work in the area, outlines a spectrum of exertion games, and presents an analysis of key enabling technologies.

Fun and Software

Author : Olga Goriunova
Publisher : Bloomsbury Publishing USA
Page : 296 pages
File Size : 48,8 Mb
Release : 2014-08-28
Category : Social Science
ISBN : 9781623567569

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Fun and Software by Olga Goriunova Pdf

Fun and Software offers the untold story of fun as constitutive of the culture and aesthetics of computing. Fun in computing is a mode of thinking, making and experiencing. It invokes and convolutes the question of rationalism and logical reason, addresses the sensibilities and experience of computation and attests to its creative drives. By exploring topics as diverse as the pleasure and pain of the programmer, geek wit, affects of play and coding as a bodily pursuit of the unique in recursive structures, Fun and Software helps construct a different point of entry to the understanding of software as culture. Fun is a form of production that touches on the foundations of formal logic and precise notation as well as rhetoric, exhibiting connections between computing and paradox, politics and aesthetics. From the formation of the discipline of programming as an outgrowth of pure mathematics to its manifestation in contemporary and contradictory forms such as gaming, data analysis and art, fun is a powerful force that continues to shape our life with software as it becomes the key mechanism of contemporary society. Including chapters from leading scholars, programmers and artists, Fun and Software makes a major contribution to the field of software studies and opens the topic of software to some of the most pressing concerns in contemporary theory.

The Language of New Media

Author : Lev Manovich
Publisher : MIT Press
Page : 595 pages
File Size : 55,8 Mb
Release : 2002-02-22
Category : Social Science
ISBN : 9780262632553

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The Language of New Media by Lev Manovich Pdf

A stimulating, eclectic accountof new media that finds its origins in old media, particularly the cinema. In this book Lev Manovich offers the first systematic and rigorous theory of new media. He places new media within the histories of visual and media cultures of the last few centuries. He discusses new media's reliance on conventions of old media, such as the rectangular frame and mobile camera, and shows how new media works create the illusion of reality, address the viewer, and represent space. He also analyzes categories and forms unique to new media, such as interface and database. Manovich uses concepts from film theory, art history, literary theory, and computer science and also develops new theoretical constructs, such as cultural interface, spatial montage, and cinegratography. The theory and history of cinema play a particularly important role in the book. Among other topics, Manovich discusses parallels between the histories of cinema and of new media, digital cinema, screen and montage in cinema and in new media, and historical ties between avant-garde film and new media.

Digital Material

Author : Marianne van den Boomen
Publisher : Amsterdam University Press
Page : 304 pages
File Size : 51,9 Mb
Release : 2009
Category : Social Science
ISBN : 9789089640680

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Digital Material by Marianne van den Boomen Pdf

This is a compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society. Three decades of societal and cultural alignment of new media yielded to a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. "New Media Studies" crystallized internationally into an established academic discipline, which begs the question: where do we stand now; which new issues have emerged now that new media are taken for granted, and which riddles remain unsolved; and, is contemporary digital culture indeed all about 'you', or do we still not really understand the digital machinery and how it constitutes us as 'you'. From desktop metaphors to Web 2.0 ecosystems, from touch screens to bloggging to e-learning, from role-playing games to Cybergoth music to wireless dreams, this timely volume offers a showcase of the most up-to-date research in the field from what may be called a 'digital-materialist' perspective.

Computer Games and New Media Cultures

Author : Johannes Fromme,Alexander Unger
Publisher : Springer Science & Business Media
Page : 694 pages
File Size : 54,8 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.

Evaluating User Experience in Games

Author : Regina Bernhaupt
Publisher : Springer Science & Business Media
Page : 277 pages
File Size : 50,9 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.

Games and Learning Alliance

Author : Antonios Liapis,Georgios N. Yannakakis,Manuel Gentile,Manuel Ninaus
Publisher : Springer Nature
Page : 613 pages
File Size : 49,6 Mb
Release : 2019-11-20
Category : Computers
ISBN : 9783030343507

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Games and Learning Alliance by Antonios Liapis,Georgios N. Yannakakis,Manuel Gentile,Manuel Ninaus Pdf

This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.

Handbook of Research on Technoself: Identity in a Technological Society

Author : Luppicini, Rocci
Publisher : IGI Global
Page : 874 pages
File Size : 49,9 Mb
Release : 2012-10-31
Category : Computers
ISBN : 9781466622128

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Handbook of Research on Technoself: Identity in a Technological Society by Luppicini, Rocci Pdf

"This book provides insights to better enhance the understanding of technology's widespread intertwinement with human identity within an advancing technological society"--Provided by publisher.