The Pleasures Of Computer Gaming

The Pleasures Of Computer Gaming Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of The Pleasures Of Computer Gaming book. This book definitely worth reading, it is an incredibly well-written.

The Pleasures of Computer Gaming

Author : Melanie Swalwell,Jason Wilson
Publisher : McFarland
Page : 203 pages
File Size : 41,8 Mb
Release : 2015-05-12
Category : Games & Activities
ISBN : 0786451203

Get Book

The Pleasures of Computer Gaming by Melanie Swalwell,Jason Wilson Pdf

This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanities and social sciences, particularly new media studies. In eight essays, the authors develop rich and nuanced understandings of the aesthetic appeals and pleasurable engagements of digital gameplay. Topics include the role of “cheats” and “easter eggs” in influencing cheating as an aesthetic phenomenon of gameplay; the relationship between videogames, gambling, and addiction; players’ aesthetic and kinaesthetic interactions with computing technology; and the epistemology and phenomenology of popular strategy-based wargames and their relationship with real-world military applications. Notes and a bibliography accompany each essay, and the work includes several screenshots, images, and photographs.

Screenplay

Author : Geoff King,Tanya Krzywinska
Publisher : Wallflower Press
Page : 242 pages
File Size : 49,6 Mb
Release : 2002
Category : Computer games
ISBN : 190336423X

Get Book

Screenplay by Geoff King,Tanya Krzywinska Pdf

Hollywood film franchises are routinely translated into games and some game-titles make the move onto the big screen. This collection investigates the interface between cinema and games console or PC.

Homebrew Gaming and the Beginnings of Vernacular Digitality

Author : Melanie Swalwell
Publisher : MIT Press
Page : 273 pages
File Size : 53,5 Mb
Release : 2021-08-17
Category : Games & Activities
ISBN : 9780262365604

Get Book

Homebrew Gaming and the Beginnings of Vernacular Digitality by Melanie Swalwell Pdf

The overlooked history of an early appropriation of digital technology: the creation of games though coding and hardware hacking by microcomputer users. From the late 1970s through the mid-1980s, low-end microcomputers offered many users their first taste of computing. A major use of these inexpensive 8-bit machines--including the TRS System 80s and the Sinclair, Atari, Microbee, and Commodore ranges--was the development of homebrew games. Users with often self-taught programming skills devised the graphics, sound, and coding for their self-created games. In this book, Melanie Swalwell offers a history of this era of homebrew game development, arguing that it constitutes a significant instance of the early appropriation of digital computing technology. Drawing on interviews and extensive archival research on homebrew creators in 1980s Australia and New Zealand, Swalwell explores the creation of games on microcomputers as a particular mode of everyday engagement with new technology. She discusses the public discourses surrounding microcomputers and programming by home coders; user practices; the development of game creators' ideas, with the game Donut Dilemma as a case study; the widely practiced art of hardware hacking; and the influence of 8-bit aesthetics and gameplay on the contemporary game industry. With Homebrew Gaming and the Beginnings of Vernacular Digitality, Swalwell reclaims a lost chapter in video game history, connecting it to the rich cultural and media theory around everyday life and to critical perspectives on user-generated content.

Computer Games

Author : Diane Carr,David Buckingham,Andrew Burn,Gareth Schott
Publisher : John Wiley & Sons
Page : 224 pages
File Size : 45,6 Mb
Release : 2014-03-10
Category : Social Science
ISBN : 9780745687506

Get Book

Computer Games by Diane Carr,David Buckingham,Andrew Burn,Gareth Schott Pdf

Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.

Gamers

Author : Shanna Compton
Publisher : National Geographic Books
Page : 0 pages
File Size : 40,5 Mb
Release : 2004-10-26
Category : Computers
ISBN : 9781932360578

Get Book

Gamers by Shanna Compton Pdf

In Gamers, writers, artists, scholars, poets, and programmers talk about what gaming means to them and discuss the growing impact of video games on fashion, fiction, film, and music. Essays feature a glittering mix of topics from the esoteric to the purely entertaining: gender identity in relation to gaming, video golf as a meditative exercise, Ms. Pacman versus The Sims, the similarities between writing fiction and programming, the confessions of a video poker junkie, and much more.

The Players' Realm

Author : J. Patrick Williams,Jonas Heide Smith
Publisher : McFarland
Page : 315 pages
File Size : 53,8 Mb
Release : 2007-03-28
Category : Games & Activities
ISBN : 9780786428328

Get Book

The Players' Realm by J. Patrick Williams,Jonas Heide Smith Pdf

Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games. This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section One includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section Two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players' personal ideologies. To conclude this analysis, Section Three examines game design features that relate to players' self-characterization and social development within digital game worlds. Section Four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and--to a degree--popular culture.

Raising the Stakes

Author : T. L. Taylor
Publisher : MIT Press
Page : 333 pages
File Size : 44,5 Mb
Release : 2015-01-30
Category : Games & Activities
ISBN : 9780262527583

Get Book

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.

Computer Gaming

Author : Betsy Rathburn
Publisher : Bellwether Media
Page : 24 pages
File Size : 51,9 Mb
Release : 2021-01-01
Category : Juvenile Nonfiction
ISBN : 9781648341328

Get Book

Computer Gaming by Betsy Rathburn Pdf

People have played computer games for more than 50 years! Today, computer games are still some of the most popular video games. In this high-interest book, leveled text introduces readers to the history of computer gaming from the 1950s to the present day. Special features include a timeline, a list of top-selling games, a profile of one of today’s most popular titles, and a gaming event spotlight. This title is sure to excite reluctant readers who love video games!

Transforming Gaming and Computer Simulation Technologies across Industries

Author : Dubbels, Brock
Publisher : IGI Global
Page : 297 pages
File Size : 54,9 Mb
Release : 2016-11-23
Category : Computers
ISBN : 9781522518181

Get Book

Transforming Gaming and Computer Simulation Technologies across Industries by Dubbels, Brock Pdf

In recent years, digital technologies have become more ubiquitous and integrated into everyday life. While once reserved mostly for personal uses, video games and similar innovations are now implemented across a variety of fields. Transforming Gaming and Computer Simulation Technologies across Industries is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries.

Understanding Counterplay in Video Games

Author : Alan F. Meades
Publisher : Routledge
Page : 205 pages
File Size : 48,9 Mb
Release : 2015-06-05
Category : Computers
ISBN : 9781317618805

Get Book

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 and the Social Imaginary

Author : Graeme Kirkpatrick
Publisher : John Wiley & Sons
Page : 248 pages
File Size : 50,8 Mb
Release : 2013-10-30
Category : Social Science
ISBN : 9780745671901

Get Book

Computer Games and the Social Imaginary by Graeme Kirkpatrick Pdf

In this compelling book, Graeme Kirkpatrick argues that computer games have fundamentally altered the relation of self and society in the digital age. Tracing the origins of gaming to the revival of play in the 1960s counter culture, Computer Games and the Social Imaginary describes how the energies of that movement transformed computer technology from something ugly and machine-like into a world of colour and ‘fun’. In the process, play with computers became computer gaming – a new cultural practice with its own values. From the late 1980s gaming became a resource for people to draw upon as they faced the challenges of life in a new, globalizing digital economy. Gamer identity furnishes a revivified capitalism with compliant and ‘streamlined’ workers, but at times gaming culture also challenges the corporations that control game production. Analysing topics such as the links between technology and power, the formation of gaming culture and the subjective impact of play with computer games, this insightful text will be of great interest to students and scholars of digital media, games studies and the information society.

The Dark Side of Game Play

Author : Torill Elvira Mortensen,Jonas Linderoth,Ashley ML Brown
Publisher : Routledge
Page : 280 pages
File Size : 43,8 Mb
Release : 2015-06-05
Category : Social Science
ISBN : 9781317574460

Get Book

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?

Fans and Videogames

Author : Melanie Swalwell,Angela Ndalianis,Helen Stuckey
Publisher : Routledge
Page : 242 pages
File Size : 43,5 Mb
Release : 2017-03-03
Category : Social Science
ISBN : 9781317191902

Get Book

Fans and Videogames by Melanie Swalwell,Angela Ndalianis,Helen Stuckey Pdf

This anthology addresses videogames long history of fandom, and fans’ important role in game history and preservation. In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. Gamers are active creators in generating meaning; they are creators of media texts they share with other fans (mods, walkthroughs, machinima, etc); and they have played a central role in curating and preserving games through activities such as their collective work on: emulation, creating online archives and the forensic archaeology of code. This volume brings together essays that explore game fandom from diverse perspectives that examine the complex processes at work in the phenomenon of game fandom and its practices. Contributors aim to historicize game fandom, recognize fan contributions to game history, and critically assess the role of fans in ensuring that game culture endures through the development of archives.

Lost in a Good Game

Author : Pete Etchells
Publisher : Icon Books
Page : 0 pages
File Size : 54,7 Mb
Release : 2019
Category : Video games
ISBN : 1785784811

Get Book

Lost in a Good Game by Pete Etchells Pdf

An exploration of the psychological effects - the pleasures, benefits and disbenefits - of computer games, and a touching memoir of a dedicated gamer.

HCI in Games

Author : Xiaowen Fang
Publisher : Springer Nature
Page : 547 pages
File Size : 52,5 Mb
Release : 2020-07-10
Category : Computers
ISBN : 9783030501648

Get Book

HCI in Games by Xiaowen Fang Pdf

This book constitutes the refereed proceedings of the Second International Conference on HCI in Games, HCI-Games 2020, held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark.* HCII 2020 received a total of 6326 submissions, of which 1439 papers and 238 posters were accepted for publication after a careful reviewing process. The 38 papers presented in this volume are organized in topical sections named: designing games and gamified interactions; user engagement and game impact; and serious games. *The conference was held virtually due to the COVID-19 pandemic.