Play Redux

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Play Redux

Author : David Myers
Publisher : University of Michigan Press
Page : 193 pages
File Size : 48,7 Mb
Release : 2010-04-22
Category : Games & Activities
ISBN : 9780472900398

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Play Redux by David Myers Pdf

"Play Redux excels in tying together intellectual traditions that are rooted in literary studies, cognitive science, play studies and several other fields, thereby creating a logical whole. Through this, the book makes service to several academic communities by pointing out their points of contact. This is clearly an important contribution to a growing academic field, and will no doubt become important in many future discussions about digital games and play." ---Frans Mäyrä, University of Tampere, Finland "David Myers has researched video games longer than anyone else. Play Redux shows him continually relevant, never afraid of courting controversy." ---Jesper Juul, IT University of Copenhagen, Denmark Play Redux is an ambitious description and critical analysis of the aesthetic pleasures of video game play, drawing on early twentieth-century formalist theory and models of literature. Employing a concept of biological naturalism grounded in cognitive theory, Myers argues for a clear delineation between the aesthetics of play and the aesthetics of texts. In the course of this study, Myers asks a number of interesting questions: What are the mechanics of human play as exhibited in computer games? Can these mechanisms be modeled? What is the evolutionary function of cognitive play, and is it, on the whole, a good thing? Intended as a provocative corrective to the currently ascendant, if not dominant, cultural and ethnographic approach to game studies and play, Play Redux will generate interest among scholars of communications, new media, and film. David Myers is Reverend Aloysius B. Goodspeed Distinguished Professor at the School of Mass Communication, Loyola University New Orleans.

Lawyers at Play

Author : Jessica Winston
Publisher : Oxford University Press
Page : 288 pages
File Size : 49,7 Mb
Release : 2016-05-20
Category : Literary Criticism
ISBN : 9780191082245

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Lawyers at Play by Jessica Winston Pdf

Many early modern poets and playwrights were also members of the legal societies the Inns of Court, and these authors shaped the development of key genres of the English Renaissance, especially lyric poetry, dramatic tragedy, satire, and masque. But how did the Inns come to be literary centres in the first place, and why were they especially vibrant at particular times? Early modernists have long understood that urban setting and institutional environment were central to this phenomenon: in the vibrant world of London, educated men with time on their hands turned to literary pastimes for something to do. Lawyers at Play proposes an additional, more essential dynamic: the literary culture of the Inns intensified in decades of profound transformation in the legal profession. Focusing on the first decade of Elizabeth's reign, the period when a large literary network first developed around the societies, this study demonstrates that the literary surge at this time developed out of and responded to a period of rapid expansion in the legal profession and in the career prospects of members. Poetry, translation, and performance were recreational pastimes; however, these activities also defined and elevated the status of inns-of-court men as qualified, learned, and ethical participants in England's 'legal magistracy': those lawyers, judges, justices of the peace, civic office holders, town recorders, and gentleman landholders who managed and administered local and national governance of England. Lawyers at Play maps the literary terrain of a formative but understudied period in the English Renaissance, but it also provides the foundation for an argument that goes beyond the 1560s to provide a framework for understanding the connections between the literary and legal cultures of the Inns over the whole of the early modern period.

Transgression in Games and Play

Author : Kristine Jorgensen,Faltin Karlsen
Publisher : MIT Press
Page : 328 pages
File Size : 49,7 Mb
Release : 2019-02-05
Category : Games & Activities
ISBN : 9780262038652

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Transgression in Games and Play by Kristine Jorgensen,Faltin Karlsen Pdf

Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The contributors consider the concept of transgression in games and play, drawing on discourses in sociology, philosophy, media studies, and game studies; offer case studies of transgressive play, considering, among other things, how gameplay practices can be at once playful and violations of social etiquette; investigate players' emotional responses to game content and play practices; examine the aesthetics of transgression, focusing on the ways that game design can be used for transgressive purposes; and discuss transgressive gameplay in a societal context. By emphasizing actual player experience, the book offers a contextual understanding of content and practices usually framed as simply problematic. Contributors Fraser Allison, Kristian A. Bjørkelo, Kelly Boudreau, Marcus Carter, Mia Consalvo, Rhys Jones, Kristine Jørgensen, Faltin Karlsen, Tomasz Z. Majkowski, Alan Meades, Torill Elvira Mortensen, Víctor Navarro-Remesal, Holger Pötzsch, John R. Sageng, Tanja Sihvonen, Jaakko Stenros, Ragnhild Tronstad, Hanna Wirman

The Dark Side of Game Play

Author : Torill Elvira Mortensen,Jonas Linderoth,Ashley ML Brown
Publisher : Routledge
Page : 280 pages
File Size : 53,5 Mb
Release : 2015-06-05
Category : Social Science
ISBN : 9781317574460

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The Dark Side of Game Play by Torill Elvira Mortensen,Jonas Linderoth,Ashley ML Brown Pdf

Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

Ambient Play

Author : Larissa Hjorth,Ingrid Richardson
Publisher : MIT Press
Page : 200 pages
File Size : 43,5 Mb
Release : 2020-09-15
Category : Games & Activities
ISBN : 9780262044363

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Ambient Play by Larissa Hjorth,Ingrid Richardson Pdf

How mobile games are part of our day-to-day lives and the ways we interact across digital, material, and social landscapes. We often play games on our mobile devices when we have some time to kill—waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. Mobile games become conduits for what the authors call ambient play, pervading much of our social and communicative terrain. We become digital wayfarers, moving constantly among digital, social, and social worlds. Hjorth and Richardson explore how households are transformed by media—how idiosyncratic media use can alter the spatial composition and emotional cadence of the home. They show how mobile games connect domestic forms of play with more public forms of playfulness in urban spaces, how collaborative play (both networked and face-to-face) is incorporated into private and public play, and how touchscreens and haptic play emphasize the perception of the moving body. Hjorth and Richardson invite us to think of mobile gaming as more than a “casual” distraction but as a complex cultural practice embedded into our contemporary ways of being, knowing, and communicating.

Esport Play

Author : Veli-Matti Karhulahti
Publisher : Bloomsbury Publishing USA
Page : 225 pages
File Size : 40,6 Mb
Release : 2020-06-11
Category : Social Science
ISBN : 9781501359330

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Esport Play by Veli-Matti Karhulahti Pdf

Weaving the author's own lived experience with theoretical insights from the fields of game studies, psychology, and anthropology, Esport Play probes and advances current gaming topics such as addiction, skill development, and toxicity. With a focus on League of Legends – one of the flagship esports of our time – Karhulahti explicates what esport play is: documenting and identifying competitive play as a present-day means to satisfy basic human needs. Ultimately, the book presents a theory of psycholudic development that explains and organizes the development of player-play relationships that may last for years.

William Gager: The Shrovetide plays

Author : William Gager
Publisher : Taylor & Francis
Page : 290 pages
File Size : 54,6 Mb
Release : 1994
Category : Drama
ISBN : 0815316933

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William Gager: The Shrovetide plays by William Gager Pdf

Contains the full literary work of William Gager, one of the best Latin playwrights of the Tudor period.

The Complete Idiot's Guide to Life as a Military Spouse

Author : Lissa Mcgrath
Publisher : Penguin
Page : 244 pages
File Size : 44,8 Mb
Release : 2008-09-02
Category : Family & Relationships
ISBN : 9781440636325

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The Complete Idiot's Guide to Life as a Military Spouse by Lissa Mcgrath Pdf

For better, for worse, for Uncle Sam . . . Today’s military has changed dramatically—and spouses need to be prepared. Approximately half of our 1.4 million fighting men and women are married. And for a military spouse, information and support are not easy to find. Included here is: • How to enroll in the Child Development Homes program • What to do before a permanent change of station (PCS) • How to prepare for the deployment—and the return—of a spouse • Easy ways to calculate benefits, allowances, and special pays

Chemical Heroes

Author : Andrew Bickford
Publisher : Duke University Press
Page : 205 pages
File Size : 55,5 Mb
Release : 2020-11-16
Category : Social Science
ISBN : 9781478010302

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Chemical Heroes by Andrew Bickford Pdf

In Chemical Heroes Andrew Bickford analyzes the US military's attempts to design performance enhancement technologies and create pharmacological "supersoldiers" capable of withstanding extreme trauma. Bickford traces the deep history of efforts to biologically fortify and extend the health and lethal power of soldiers from the Cold War era into the twenty-first century, from early adoptions of mandatory immunizations to bio-protective gear, to the development and spread of new performance enhancing drugs during the global War on Terrorism. In his examination of government efforts to alter soldiers' bodies through new technologies, Bickford invites us to contemplate what constitutes heroism when armor becomes built in, wired in, and even edited into the molecular being of an American soldier. Lurking in the background and dark recesses of all US military enhancement research, Bickford demonstrates, is the desire to preserve US military and imperial power.

The Gameful World

Author : Steffen P. Walz,Sebastian Deterding
Publisher : MIT Press
Page : 687 pages
File Size : 53,5 Mb
Release : 2015-01-16
Category : Computers
ISBN : 9780262028004

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The Gameful World by Steffen P. Walz,Sebastian Deterding Pdf

What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.

Understanding Counterplay in Video Games

Author : Alan F. Meades
Publisher : Routledge
Page : 212 pages
File Size : 53,6 Mb
Release : 2015-06-05
Category : Games & Activities
ISBN : 9781317618799

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Understanding Counterplay in Video Games by Alan F. Meades Pdf

This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay. Using ethnographic research, Alan Meades not only to gives voice to counterplayers, but reframes counterplay as a complex practice with contradictory motivations that is anything but reducible to simply being hostile to play, players, or commercial videogames. The book offers a grounded and pragmatic exploration of counterplay, framing it as an unavoidable by-product of interaction of mass audiences with compelling and culturally important texts.

Computer Games as Professional Sport, digital original edition

Author : T. L. Taylor
Publisher : MIT Press
Page : 65 pages
File Size : 44,9 Mb
Release : 2014-01-10
Category : Games & Activities
ISBN : 9780262316408

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Computer Games as Professional Sport, digital original edition by T. L. Taylor Pdf

Competitive video and computer game play is nothing new; what is new in the world of digital gaming is the emergence of professional computer game play. This BIT explores how a form of play becomes a sport, with professional players, agents, referees, leagues, tournaments, sponsorships, and spectators.

The Video Game Debate

Author : Rachel Kowert,Thorsten Quandt
Publisher : Routledge
Page : 196 pages
File Size : 53,6 Mb
Release : 2015-08-27
Category : Social Science
ISBN : 9781317567165

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The Video Game Debate by Rachel Kowert,Thorsten Quandt Pdf

Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.

Raising the Stakes

Author : T. L. Taylor
Publisher : MIT Press
Page : 333 pages
File Size : 51,9 Mb
Release : 2015-01-30
Category : Games & Activities
ISBN : 9780262527583

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Raising the Stakes by T. L. Taylor Pdf

How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.

New Traditional Games for Learning

Author : Alex Moseley,Nicola Whitton
Publisher : Routledge
Page : 228 pages
File Size : 51,9 Mb
Release : 2013-09-05
Category : Education
ISBN : 9781135072384

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New Traditional Games for Learning by Alex Moseley,Nicola Whitton Pdf

A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively – involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples. An editors’ introduction pulls the collection together, identifying shared themes and drawing on the editors’ own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.