Social Exclusion Power And Video Game Play

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Social Exclusion, Power, and Video Game Play

Author : David G. Embrick,Talmadge J. Wright,Andras Lukacs
Publisher : Lexington Books
Page : 284 pages
File Size : 55,9 Mb
Release : 2012-03-01
Category : Social Science
ISBN : 9780739138625

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Social Exclusion, Power, and Video Game Play by David G. Embrick,Talmadge J. Wright,Andras Lukacs Pdf

While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural and political environment that raises the question of the significance of work, play, power and inequalities in the modern world. Many studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers or even social media; how social exclusion (e.g., race, class, gender, etc.) in the virtual environments are reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope to draw attention to the need for more studies that are both sociological and critical.

Social Exclusion, Power, and Video Game Play

Author : David G. Embrick
Publisher : Unknown
Page : 0 pages
File Size : 50,5 Mb
Release : 2012
Category : SOCIAL SCIENCE
ISBN : 6613643254

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Social Exclusion, Power, and Video Game Play by David G. Embrick Pdf

This book represents cutting-edge research that addresses major issues of social exclusion, power and liberatory fantasies in virtual play. Specifically, the scope of the book examines three areas of concern: social psychological implications of virtual gameplay; reproduction and contestation of social inequality in virtual realms.

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan

Author : Martin Roth
Publisher : Lulu.com
Page : 226 pages
File Size : 41,7 Mb
Release : 2018-01-05
Category : Performing Arts
ISBN : 9781387438808

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Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan by Martin Roth Pdf

This book considers videogames as spaces of political philosophy. Emerging from a negotiation between designers, player and computer, they prompt us to rethink life in common and imagine alternatives to the status quo. Several case studies on science fictional videogames from Japan serve to demonstrate this potential for thought-provoking play.

Playing the Middle Ages

Author : Robert Houghton
Publisher : Bloomsbury Publishing
Page : 289 pages
File Size : 41,7 Mb
Release : 2023-08-24
Category : History
ISBN : 9781350242906

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Playing the Middle Ages by Robert Houghton Pdf

The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. This volume addresses the many ways in which different formats and genre of games represent the period. It considers the restrictions placed on these representations by the mechanical and gameplay requirements of the medium and by audience expectations of these products and the period, highlighting innovative attempts to overcome these limitations through game design and play. Playing the Middle Ages considers a number of important and timely issues within the field including: one, the connection between medieval games and political nationalistic rhetoric; two, trends in the presentation of religion, warfare and other aspects of medieval society and their connection to modern culture; three, the problematic representations of race; and four, the place of gender and sexuality within these games and the broader gaming community. The book draws on the experience of a wide-ranging and international group of academics across disciplines and from games designers. Through this combination of expertise, it provides a unique perspective on the representation of the Middle Ages in modern games and drives key discussions in the fields of history and game design.

The Oxford Handbook of Social Media and Music Learning

Author : Janice L. Waldron,Stephanie Horsley,Kari K. Veblen
Publisher : Oxford University Press
Page : 656 pages
File Size : 43,8 Mb
Release : 2020-09-23
Category : Music
ISBN : 9780190660796

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The Oxford Handbook of Social Media and Music Learning by Janice L. Waldron,Stephanie Horsley,Kari K. Veblen Pdf

The rapid pace of technological change over the last decade, particularly the rise of social media, has deeply affected the ways in which we interact as individuals, in groups, and among institutions to the point that it is difficult to grasp what it would be like to lose access to this everyday aspect of modern life. The Oxford Handbook of Social Media and Music Learning investigates the ways in which social media is now firmly engrained in all aspects of music education, providing fascinating insights into the ways in which social media, musical participation, and musical learning are increasingly entwined. In five sections of newly commissioned chapters, a refreshing mix of junior and senior scholars tackle questions concerning the potential for formal and informal musical learning in a networked society. Beginning with an overview of community identity and the new musical self through social media, scholars explore intersections between digital, musical, and social constructs including the vernacular of born-digital performance, musical identity and projection, and the expanding definition of musical empowerment. The fifth section brings this handbook to full practical fruition, featuring firsthand accounts of digital musicians, students, and teachers in the field. The Oxford Handbook of Social Media and Music Learning opens up an international discussion of what it means to be a musical community member in an age of technologically mediated relationships that break down the limits of geographical, cultural, political, and economic place.

The Video Game Debate 2

Author : Rachel Kowert,Thorsten Quandt
Publisher : Routledge
Page : 160 pages
File Size : 40,9 Mb
Release : 2020-11-29
Category : Philosophy
ISBN : 9781000224283

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The Video Game Debate 2 by Rachel Kowert,Thorsten Quandt Pdf

This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Playing the Crusades

Author : Robert Houghton
Publisher : Routledge
Page : 137 pages
File Size : 53,7 Mb
Release : 2021-03-15
Category : History
ISBN : 9781000360288

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Playing the Crusades by Robert Houghton Pdf

Engaging the Crusades is a series of volumes which offer windows into a newly emerging field of historical study: the memory and legacy of the crusades. Together these volumes examine the reasons behind the enduring resonance of the crusades and present the memory of crusading in the modern period as a productive, exciting, and much needed area of investigation. This volume considers the appearance and use of the crusades in modern games; demonstrating that popular memory of the crusades is intrinsically and mutually linked with the design and play of these games. The essays engage with uses of crusading rhetoric and imagery within a range of genres – including roleplaying, action, strategy, and casual games – and from a variety of theoretical perspectives drawing on gender and race studies, game design and theory, and broader discussions on medievalism. Cumulatively, the authors reveal the complex position of the crusades within digital games, highlight the impact of these games on popular understanding of the crusades, and underline the connection between the portrayal of the crusades in digital games and academic crusade historiography. Playing the Crusades is invaluable for scholars and students interested in the crusades, popular representations of the crusades, historical games, and collective memory.

The Routledge Handbook of Role-Playing Game Studies

Author : José P. Zagal,Sebastian Deterding
Publisher : Taylor & Francis
Page : 588 pages
File Size : 54,6 Mb
Release : 2024-06-27
Category : Games & Activities
ISBN : 9781040029763

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The Routledge Handbook of Role-Playing Game Studies by José P. Zagal,Sebastian Deterding Pdf

This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like worldbuilding, immersion, and player-character relations, as well as explore actual play and streaming, diversity, equity, inclusion, jubensha, therapeutic uses of RPGs, and storygames, journaling games, and other forms of text-based RPGs. Each chapter includes definitions of key terms and recommended readings to help students and scholars new to RPG studies find their way into this interdisciplinary field. A comprehensive reference volume ideal for students and scholars of game studies and immersive experiences and those looking to learn more about the ever-growing, interdisciplinary field of RPG studies.

Teaching the Middle Ages through Modern Games

Author : Robert Houghton
Publisher : Walter de Gruyter GmbH & Co KG
Page : 314 pages
File Size : 49,7 Mb
Release : 2022-10-24
Category : History
ISBN : 9783110712032

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Teaching the Middle Ages through Modern Games by Robert Houghton Pdf

Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

Sound Play

Author : William Cheng
Publisher : Oxford University Press, USA
Page : 261 pages
File Size : 54,8 Mb
Release : 2014
Category : Art
ISBN : 9780199969975

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Sound Play by William Cheng Pdf

Video games open portals into fantastical worlds where imaginative play prevails. The virtual medium seemingly provides us with ample opportunities to behave and act out with relative safety and impunity. Or does it? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of our engagements with gaming's audio phenomena-from sonic violence to synthesized operas, from democratic music-making to vocal sexual harassment. Author William Cheng shows how the simulated environments of games empower designers, composers, players, and scholars to test and tinker with music, noise, speech, and silence in ways that might not be prudent or possible in the real world. In negotiating utopian and alarmist stereotypes of video games, Sound Play synthesizes insights from across musicology, sociology, anthropology, communications, literary theory, and philosophy. With case studies that span Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there - in the safe, sound spaces of games - can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here.

Stories in Post-Human Cultures

Author : Adam L. Brackin,Natacha Guyot
Publisher : BRILL
Page : 230 pages
File Size : 41,6 Mb
Release : 2019-01-04
Category : Social Science
ISBN : 9781848882713

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Stories in Post-Human Cultures by Adam L. Brackin,Natacha Guyot Pdf

This inter-disciplinary volume represents the collective visions of post-humanist cyberculture scholars.

Digital Keywords

Author : Benjamin Peters
Publisher : Princeton University Press
Page : 352 pages
File Size : 40,8 Mb
Release : 2016-06-07
Category : Social Science
ISBN : 9781400880553

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Digital Keywords by Benjamin Peters Pdf

How the digital revolution has shaped our language In the age of search, keywords increasingly organize research, teaching, and even thought itself. Inspired by Raymond Williams's 1976 classic Keywords, the timely collection Digital Keywords gathers pointed, provocative short essays on more than two dozen keywords by leading and rising digital media scholars from the areas of anthropology, digital humanities, history, political science, philosophy, religious studies, rhetoric, science and technology studies, and sociology. Digital Keywords examines and critiques the rich lexicon animating the emerging field of digital studies. This collection broadens our understanding of how we talk about the modern world, particularly of the vocabulary at work in information technologies. Contributors scrutinize each keyword independently: for example, the recent pairing of digital and analog is separated, while classic terms such as community, culture, event, memory, and democracy are treated in light of their historical and intellectual importance. Metaphors of the cloud in cloud computing and the mirror in data mirroring combine with recent and radical uses of terms such as information, sharing, gaming, algorithm, and internet to reveal previously hidden insights into contemporary life. Bookended by a critical introduction and a list of over two hundred other digital keywords, these essays provide concise, compelling arguments about our current mediated condition. Digital Keywords delves into what language does in today's information revolution and why it matters.

Handbook of Research on Contemporary Approaches to Orientalism in Media and Beyond

Author : Tombul, I??l,Sar?, Gül?ah
Publisher : IGI Global
Page : 990 pages
File Size : 48,5 Mb
Release : 2021-05-28
Category : Social Science
ISBN : 9781799871828

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Handbook of Research on Contemporary Approaches to Orientalism in Media and Beyond by Tombul, I??l,Sar?, Gül?ah Pdf

Orientalism is about much more than just information gathered about the East within its general postcolonial period. In this period, orientalism is a Western discourse that dominated and shaped the view of the East. There is “otherization” in the way the West has historically looked at the East and within the information presented about it. These original stories of travelers in the past and previous telling about the East are facing a reconstruction through modern types of media. Cinema, television, news, newspaper, magazine, internet, social media, photography, literature, and more are transforming the way the East is presented and viewed. Under the headings of post-orientalism, neo-orientalism, or self-orientalism, these new orientalist forms of work in combination with both new and traditional media are redefining orientalism in the media and beyond. The Handbook of Research on Contemporary Approaches to Orientalism in Media and Beyond shows how both new media and traditional media deal with orientalism today through the presentation of gender, race, religion, and culture that make up orientalist theory. The chapters focus on how orientalism is presented in the media, cinema, TV, photography, and more. This book is ideal for communications theorists, media analysts, practitioners, researchers, academicians, and students working in fields that include mass media, communications, film studies, ethnic studies, history, sociology, and cultural studies.

Videogames, Identity and Digital Subjectivity

Author : Rob Gallagher
Publisher : Taylor & Francis
Page : 223 pages
File Size : 52,8 Mb
Release : 2017-07-06
Category : Games & Activities
ISBN : 9781315390932

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Videogames, Identity and Digital Subjectivity by Rob Gallagher Pdf

Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Contents -- List of Figures -- Acknowledgements -- 1 Digital Subjects: Videogames, Technology and Identity -- 2 Datafied Subjects: Profiling and Personal Data -- 3 Private Subjects: Secrecy, Scandal and Surveillance -- 4 Beastly Subjects: Bodies and Interfaces -- 5 Synthetic Subjects: Horror and Artificial Intelligence -- 6 Mobile Subjects: Framing Selves and Spaces -- 7 Productive Subjects: Time, Value and Gendered Feelings -- Index

Understanding Game Scoring

Author : Mack Enns
Publisher : CRC Press
Page : 187 pages
File Size : 46,8 Mb
Release : 2021-11-21
Category : Computers
ISBN : 9781000473643

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Understanding Game Scoring by Mack Enns Pdf

Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.