The Game Culture Reader

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The Game Culture Reader

Author : Jason Thompson
Publisher : Cambridge Scholars Publishing
Page : 285 pages
File Size : 44,6 Mb
Release : 2014-07-18
Category : Social Science
ISBN : 9781443864374

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The Game Culture Reader by Jason Thompson Pdf

In The Game Culture Reader, editors Jason C. Thompson and Marc A. Ouellette propose that Game Studies—that peculiar multi-, inter-, and trans-disciplinary field wherein international researchers from such diverse areas as rhetoric, computer science, literary studies, culture studies, psychology, media studies and so on come together to study the production, distribution, and consumption of games—has reached an unproductive stasis. Its scholarship remains either divided (as in the narratologists versus ludologists debate) or indecisive (as in its frequently apolitical stances on play and fandom). Thompson and Ouellette firmly hold that scholarship should be distinguished from the repetitively reductive commonplaces of violence, sexism, and addiction. In other words, beyond the headline-friendly modern topoi that now dominate the discourse of Game Studies, what issues, approaches, and insights are being, if not erased, then displaced? This volume gathers together a host of scholars from different countries, institutions, disciplines, departments, and ranks, in order to present original and evocative scholarship on digital game culture. Collectively, the contributors reject the commonplaces that have come to define digital games as apolitical or as somehow outside of the imbricated processes of cultural production that govern the medium itself. As an alternative, they offer essays that explore video game theory, ludic spaces and temporalities, and video game rhetorics. Importantly, the authors emphasize throughout that digital games should be understood on their own terms: literally, this assertion necessitates the serious reconsideration of terms borrowed from other academic disciplines; figuratively, the claim embeds the embrace of game play in the continuing investigation of digital games as cultural forms. Put another way, by questioning the received wisdom that would consign digital games to irrelevant spheres of harmless child’s play or of invidious mass entertainment, the authors productively engage with ludic ambiguities.

Play Between Worlds

Author : T. L. Taylor
Publisher : MIT Press
Page : 206 pages
File Size : 50,6 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.

Digital Culture, Play, and Identity

Author : Hilde Corneliussen,Jill Walker Rettberg
Publisher : MIT Press
Page : 313 pages
File Size : 52,7 Mb
Release : 2008
Category : Games & Activities
ISBN : 9780262033701

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Digital Culture, Play, and Identity by Hilde Corneliussen,Jill Walker Rettberg Pdf

"This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted.The contributors examine the ways that gameworlds reflect the real world - exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character - both players' identification with their characters and the game's culture of naming characters." -- BOOK JACKET.

The Computer Culture Reader

Author : Joseph R. Chaney,Ken S. McAllister,Judd Ethan Ruggill
Publisher : Cambridge Scholars Publishing
Page : 310 pages
File Size : 46,9 Mb
Release : 2009-03-26
Category : Social Science
ISBN : 9781443806664

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The Computer Culture Reader by Joseph R. Chaney,Ken S. McAllister,Judd Ethan Ruggill Pdf

The Computer Culture Reader brings together a multi-disciplinary group of scholars to probe the underlying structures and overarching implications of the ways in which people and computers collaborate in the production of meaning. The contributors navigate the heady and sometimes terrifying atmosphere surrounding the digital revolution in an attempt to take its measure through examinations of community and modes of communication, representation, information-production, learning, work, and play. The authors address questions of art, reality, literacy, history, heroism, commerce, crime, and death, as well as specific technologies ranging from corporate web portals and computer games to social networking applications and virtual museums. In all, the essayists work around and through the notion that the desire to communicate is at the heart of the digital age, and that the opportunity for private and public expression has taken a commanding hold on the modern imagination. The contributors argue, ultimately, that the reference field for the technological and cultural changes at the root of the digital revolution extends well beyond any specific locality, nationality, discourse, or discipline. Consequently, this volume advocates for an adaptable perspective that delivers new insights about the robust and fragile relationships between computers and people.

The Video Game Theory Reader

Author : Mark J.P. Wolf,Bernard Perron
Publisher : Routledge
Page : 369 pages
File Size : 46,5 Mb
Release : 2013-10-08
Category : Social Science
ISBN : 9781135205195

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The Video Game Theory Reader by Mark J.P. Wolf,Bernard Perron Pdf

In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.

The Korean Popular Culture Reader

Author : Kyung Hyun Kim,Youngmin Choe
Publisher : Duke University Press
Page : 471 pages
File Size : 53,9 Mb
Release : 2014-03-07
Category : Social Science
ISBN : 9780822377566

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The Korean Popular Culture Reader by Kyung Hyun Kim,Youngmin Choe Pdf

Over the past decade, Korean popular culture has become a global phenomenon. The "Korean Wave" of music, film, television, sports, and cuisine generates significant revenues and cultural pride in South Korea. The Korean Popular Culture Reader provides a timely and essential foundation for the study of "K-pop," relating the contemporary cultural landscape to its historical roots. The essays in this collection reveal the intimate connections of Korean popular culture, or hallyu, to the peninsula's colonial and postcolonial histories, to the nationalist projects of the military dictatorship, and to the neoliberalism of twenty-first-century South Korea. Combining translations of seminal essays by Korean scholars on topics ranging from sports to colonial-era serial fiction with new work by scholars based in fields including literary studies, film and media studies, ethnomusicology, and art history, this collection expertly navigates the social and political dynamics that have shaped Korean cultural production over the past century. Contributors. Jung-hwan Cheon, Michelle Cho, Youngmin Choe, Steven Chung, Katarzyna J. Cwiertka, Stephen Epstein, Olga Fedorenko, Kelly Y. Jeong, Rachael Miyung Joo, Inkyu Kang, Kyu Hyun Kim, Kyung Hyun Kim, Pil Ho Kim, Boduerae Kwon, Regina Yung Lee, Sohl Lee, Jessica Likens, Roald Maliangkay, Youngju Ryu, Hyunjoon Shin, Min-Jung Son, James Turnbull, Travis Workman

The Film Cultures Reader

Author : Graeme Turner
Publisher : Psychology Press
Page : 550 pages
File Size : 43,8 Mb
Release : 2002
Category : Motion pictures
ISBN : 9780415252812

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The Film Cultures Reader by Graeme Turner Pdf

This companion reader to Film as Social Practice brings together key writings on contemporary cinema, exploring film as a social and cultural phenomenon.

The Auditory Culture Reader

Author : Michael Bull,Les Back
Publisher : Routledge
Page : 487 pages
File Size : 49,9 Mb
Release : 2020-05-31
Category : Social Science
ISBN : 9781000184907

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The Auditory Culture Reader by Michael Bull,Les Back Pdf

The first edition of The Auditory Culture Reader offered an introduction to both classical and recent work on auditory culture, laying the foundations for new academic research in sound studies. Today, interest and research on sound thrives across disciplines such as music, anthropology, geography, sociology and cultural studies as well as within the new interdisciplinary sphere of sound studies itself. This second edition reflects on the changes to the field since the first edition and offers a vast amount of new content, a user-friendly organization which highlights key themes and concepts, and a methodologies section which addresses practical questions for students setting out on auditory explorations. All essays are accessible to non-experts and encompass scholarship from leading figures in the field, discussing issues relating to sound and listening from the broadest set of interdisciplinary perspectives. Inspiring students and researchers attentive to sound in their work, newly-commissioned and classical excerpts bring urban research and ethnography alive with sensory case studies that open up a world beyond the visual. This book is core reading for all courses that cover the role of sound in culture, within sound studies, anthropology, sociology, cultural studies, history, media studies and urban geography.

The Feminism and Visual Culture Reader

Author : Amelia Jones
Publisher : Psychology Press
Page : 596 pages
File Size : 48,8 Mb
Release : 2003
Category : Feminism
ISBN : 0415267056

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The Feminism and Visual Culture Reader by Amelia Jones Pdf

Challenging the notion of feminism as a unified discourse, this book assembles writings that address art, film, architecture, popular culture, new media, and other visual fields from a feminist perspective. The book combines classic texts with six newly commissioned pieces. Articles are grouped into thematic sections, each introduced by the editor. Providing a framework within which to understand the shifts in feminist thinking in visual studies, as well as an overview of major feminist theories of the visual, this reader also explores how issues of race, class, nationality, and sexuality enter into debates about feminism in the field of the visual. -- book cover.

The Tabloid Culture Reader

Author : Biressi, Anita,Nunn, Heather
Publisher : McGraw-Hill Education (UK)
Page : 401 pages
File Size : 41,8 Mb
Release : 2007-12-01
Category : Social Science
ISBN : 9780335219315

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The Tabloid Culture Reader by Biressi, Anita,Nunn, Heather Pdf

The Tabloid Culture Reader provides an accessible and useful introduction to the field.

The City Cultures Reader

Author : Malcolm Miles,Tim Hall,Iain Borden
Publisher : Psychology Press
Page : 564 pages
File Size : 49,9 Mb
Release : 2004
Category : Design
ISBN : 0415302455

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The City Cultures Reader by Malcolm Miles,Tim Hall,Iain Borden Pdf

Cities are products of culture and sites where culture is made. By presenting the best of classic and contemporary writing on the culture of cities, this reader provides an overview of the diverse material on the interface between cities and culture.

The Gender and Consumer Culture Reader

Author : Jennifer R. Scanlon,Jennifer Scanlon
Publisher : NYU Press
Page : 401 pages
File Size : 49,8 Mb
Release : 2000-08
Category : Business & Economics
ISBN : 9780814781319

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The Gender and Consumer Culture Reader by Jennifer R. Scanlon,Jennifer Scanlon Pdf

In this consumer culture studies anthology, 23 reprinted essays (1934-98) consider both the empowering and disempowering elements of consumerism. In her introduction, Scanlon (women's studies, Plattsburgh State U. of New York) views consumer culture as a collaborative process, not simply a matter of perpetrators and victims. The themes the essays address are: stretching the boundaries of the domestic sphere; you are what you buy; the message makers; and sexuality, pleasure and resistance in consumer culture. The book features bandw illustrations promoting the cults of domesticity and identity through proper consumption. It lacks an index. c. Book News Inc.

The Visual Culture Reader

Author : Nicholas Mirzoeff
Publisher : Psychology Press
Page : 766 pages
File Size : 54,7 Mb
Release : 2002
Category : Art
ISBN : 0415252210

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The Visual Culture Reader by Nicholas Mirzoeff Pdf

This thoroughly revised and updated second edition of The Visual Culture Readerbrings together key writings as well as specially commissioned articles covering a wealth of visual forms including photography, painting, sculpture, fashion, advertising, television, cinema and digital culture. The Readerfeatures an introductory section tracing the development of visual culture studies in response to globalization and digital culture, and articles grouped into thematic sections, each prefaced by an introduction by the editor and conclude with suggestions for further reading.

Game Time

Author : Christopher Hanson
Publisher : Indiana University Press
Page : 275 pages
File Size : 42,9 Mb
Release : 2018-03-08
Category : Games & Activities
ISBN : 9780253032836

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Game Time by Christopher Hanson Pdf

Pausing, slowing, rewinding, replaying, reactivating, reanimating . . . Has manipulating video game timelines altered our experience of time? “Compelling.” —Choice Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls “game time.” Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates, the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time. Features comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room. “The text is well-researched, and the introduction is an excellent, focused overview of video game studies.” —Choice

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives

Author : Valentine, Keri Duncan,Jensen, Lucas John
Publisher : IGI Global
Page : 456 pages
File Size : 45,7 Mb
Release : 2016-06-20
Category : Computers
ISBN : 9781522502623

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Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives by Valentine, Keri Duncan,Jensen, Lucas John Pdf

With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.