The Culture Game

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The Culture Game

Author : Daniel Mezick
Publisher : Unknown
Page : 270 pages
File Size : 42,7 Mb
Release : 2012-01-30
Category : Corporate culture
ISBN : 0984875301

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The Culture Game by Daniel Mezick Pdf

The Culture Game

Author : Olu Oguibe
Publisher : U of Minnesota Press
Page : 252 pages
File Size : 54,9 Mb
Release : 2004
Category : Art
ISBN : 0816641315

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The Culture Game by Olu Oguibe Pdf

Thirteen previously published essays, notes, and interviews, by Olu Oguibe, with revisions, with an additional list of where the contributions were originally published and a cumulative index for this anthology as a whole.

Play Between Worlds

Author : T. L. Taylor
Publisher : MIT Press
Page : 206 pages
File Size : 46,9 Mb
Release : 2009-02-13
Category : Computers
ISBN : 9780262250542

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Play Between Worlds by T. L. Taylor Pdf

A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.

Change the Culture, Change the Game

Author : Roger Connors,Tom Smith
Publisher : Penguin
Page : 236 pages
File Size : 48,7 Mb
Release : 2011-01-04
Category : Business & Economics
ISBN : 9781101475256

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Change the Culture, Change the Game by Roger Connors,Tom Smith Pdf

A fully revised and updated installment from the bestselling author of The Oz Principle Series. Two-time New York Times bestselling authors Roger Connors and Tom Smith show how leaders can achieve record-breaking results by quickly and effectively shaping their organizational culture to capitalize on their greatest asset-their people. Change the Culture, Change the Game joins their classic book, The Oz Principle, and their recent bestseller, How Did That Happen?, to complete the most comprehensive series ever written on workplace accountability. Based on an earlier book, Journey to the Emerald City, this fully revised installment captures what the authors have learned while working with the hundreds of thousands of people on using organizational culture as a strategic advantage.

Cultural Code

Author : Phillip Penix-Tadsen
Publisher : MIT Press
Page : 345 pages
File Size : 52,6 Mb
Release : 2016-02-12
Category : Games & Activities
ISBN : 9780262034050

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Cultural Code by Phillip Penix-Tadsen Pdf

How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.

The Player Of Games

Author : Iain M. Banks
Publisher : Orbit
Page : 347 pages
File Size : 42,9 Mb
Release : 2008-09-04
Category : Fiction
ISBN : 9780748110063

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The Player Of Games by Iain M. Banks Pdf

The novels of Iain M. Banks have forever changed the face of modern science fiction. His Culture books combine breathtaking imagination with exceptional storytelling, and have secured his reputation as one of the most extraordinary and influential writers in the genre. 'Banks is a phenomenon' William Gibson The Culture - a utopian human-machine symbiotic society - has thrown up many expert Game Players, and one of the greatest is Jernau Morat Gurgeh. He is Master of every board, computer and strategy - he is The Player of Games. Bored with success, Gurgeh travels to the cruel and incredibly wealthy Empire of Azad to try their infamous game . . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh plays the game, and faces the challenge of his life - and very possibly his death. Praise for the Culture series: 'Epic in scope, ambitious in its ideas and absorbing in its execution' Independent on Sunday 'Banks has created one of the most enduring and endearing visions of the future' Guardian 'Jam-packed with extraordinary invention' Scotsman 'Compulsive reading' Sunday Telegraph The Culture series: Consider Phlebas The Player of Games Use of Weapons Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata The State of the Art Other books by Iain M. Banks: Against a Dark Background Feersum Endjinn The Algebraist Also now available: The Culture: The Drawings - an extraordinary collection of original illustrations faithfully reproduced from sketchbooks Banks kept in the 1970s and 80s, depicting the ships, habitats, geography, weapons and language of Banks' Culture series of novels in incredible detail.

Understanding Games and Game Cultures

Author : Ingrid Richardson,Larissa Hjorth,Hugh Davies
Publisher : SAGE
Page : 194 pages
File Size : 51,5 Mb
Release : 2021-03-24
Category : Language Arts & Disciplines
ISBN : 9781529738520

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Understanding Games and Game Cultures by Ingrid Richardson,Larissa Hjorth,Hugh Davies Pdf

Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.

An Introduction to Game Studies

Author : Frans Mäyrä
Publisher : SAGE
Page : 415 pages
File Size : 48,6 Mb
Release : 2008-02-18
Category : Language Arts & Disciplines
ISBN : 9781473902923

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An Introduction to Game Studies by Frans Mäyrä Pdf

An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

Game Work

Author : Ken S. McAllister
Publisher : University of Alabama Press
Page : 250 pages
File Size : 52,8 Mb
Release : 2004
Category : Computers
ISBN : 9780817314187

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Game Work by Ken S. McAllister Pdf

Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power. This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers. Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.

The Culture Game

Author : Olu Oguibe
Publisher : U of Minnesota Press
Page : 254 pages
File Size : 45,8 Mb
Release : 2004
Category : Art
ISBN : 0816641307

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The Culture Game by Olu Oguibe Pdf

Thirteen previously published essays, notes, and interviews, by Olu Oguibe, with revisions, with an additional list of where the contributions were originally published and a cumulative index for this anthology as a whole.

Video Games

Author : Arthur Asa Berger
Publisher : Routledge
Page : 119 pages
File Size : 51,6 Mb
Release : 2017-07-28
Category : Social Science
ISBN : 9781351299947

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Video Games by Arthur Asa Berger Pdf

From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon.Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry.

Gaming as Culture

Author : J. Patrick Williams,Sean Q. Hendricks,W. Keith Winkler
Publisher : McFarland
Page : 233 pages
File Size : 48,5 Mb
Release : 2014-01-10
Category : Games & Activities
ISBN : 9780786454068

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Gaming as Culture by J. Patrick Williams,Sean Q. Hendricks,W. Keith Winkler Pdf

Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.

Game Cultures

Author : Jon Dovey,Helen Kennedy
Publisher : McGraw-Hill Education (UK)
Page : 184 pages
File Size : 47,9 Mb
Release : 2006-05-16
Category : Sports & Recreation
ISBN : 9780335224876

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Game Cultures by Jon Dovey,Helen Kennedy Pdf

This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

Cultural Code

Author : Phillip Penix-Tadsen
Publisher : MIT Press
Page : 345 pages
File Size : 50,6 Mb
Release : 2016-02-12
Category : Games & Activities
ISBN : 9780262034050

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Cultural Code by Phillip Penix-Tadsen Pdf

How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.

Culture at Play: How Video Games Influence and Replicate Our World

Author : Anonim
Publisher : BRILL
Page : 152 pages
File Size : 41,7 Mb
Release : 2020-11-16
Category : Social Science
ISBN : 9789004439788

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Culture at Play: How Video Games Influence and Replicate Our World by Anonim Pdf

What is video game culture? This volume avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture.