Video Games And Comedy

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Video Games and Comedy

Author : Krista Bonello Rutter Giappone,Tomasz Z. Majkowski,Jaroslav Švelch
Publisher : Springer Nature
Page : 371 pages
File Size : 51,6 Mb
Release : 2022-03-26
Category : Performing Arts
ISBN : 9783030883386

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Video Games and Comedy by Krista Bonello Rutter Giappone,Tomasz Z. Majkowski,Jaroslav Švelch Pdf

Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles. The first section of the book includes chapters that engage with theories of comedy and humour, adapting them to the specifics of the video game medium. The second section explores humour in the contexts, cultures, and communities that give rise to and spring up around video games, focusing on phenomena such as in-jokes, player self-reflexivity, and player/fan creativity. The third section offers case studies of individual games or game series, exploring the use of irony as well as sexual and racial humour in video games. Chapter “Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

The Wild World of Gaming Culture

Author : Arie Kaplan
Publisher : Lerner Publications ™
Page : 32 pages
File Size : 49,5 Mb
Release : 2017-01-01
Category : Juvenile Nonfiction
ISBN : 9781512452143

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The Wild World of Gaming Culture by Arie Kaplan Pdf

Just how dedicated can gamers be? Video games inspire people to write fan fiction, draw characters, and even dress up in costume to act out video game scenes. Read this book and dive into gaming culture. Whether you like to read comics, write stories, perform in plays, make music, create movies, or dress up in wacky outfits, video gaming culture has got something for everyone!

Fifty Key Video Games

Author : Bernard Perron,Kelly Boudreau,Mark J.P. Wolf,Dominic Arsenault
Publisher : Taylor & Francis
Page : 351 pages
File Size : 51,5 Mb
Release : 2022-07-26
Category : Games & Activities
ISBN : 9781000596168

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Fifty Key Video Games by Bernard Perron,Kelly Boudreau,Mark J.P. Wolf,Dominic Arsenault Pdf

This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.

Extra Lives

Author : Tom Bissell
Publisher : Vintage
Page : 258 pages
File Size : 52,5 Mb
Release : 2011-06-14
Category : Social Science
ISBN : 9780307474315

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Extra Lives by Tom Bissell Pdf

In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.

Trapped in a Video Game

Author : Dustin Brady
Publisher : Andrews McMeel Publishing
Page : 144 pages
File Size : 47,9 Mb
Release : 2018-04-10
Category : Juvenile Fiction
ISBN : 9781449496265

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Trapped in a Video Game by Dustin Brady Pdf

Jesse Rigsby hates video games—and for good reason. You see, a video game character is trying to kill him. After getting sucked in the new game Full Blast with his friend Eric, Jesse starts to see the appeal of vaporizing man-size praying mantis while cruising around by jet pack. But pretty soon, a mysterious figure begins following Eric and Jesse, and they discover they can't leave the game. If they don't figure out what's going on fast, they'll be trapped for good!

The Epic Evolution of Video Games

Author : Arie Kaplan
Publisher : Lerner Publications ™
Page : 32 pages
File Size : 44,8 Mb
Release : 2017-01-01
Category : Juvenile Nonfiction
ISBN : 9781512452129

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The Epic Evolution of Video Games by Arie Kaplan Pdf

Have you ever wondered what video games would be like if they never changed? The first games were little more than bouncing dots on a plain screen. Modern games include astonishing action, realistic environments, and epic story lines. Take a look at how video games have evolved over the years, and learn about the kinds of games we might be playing in the future.

Entertainment Computing – ICEC 2018

Author : Esteban Clua,Licinio Roque,Artur Lugmayr,Pauliina Tuomi
Publisher : Springer
Page : 412 pages
File Size : 44,6 Mb
Release : 2018-09-05
Category : Computers
ISBN : 9783319994260

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Entertainment Computing – ICEC 2018 by Esteban Clua,Licinio Roque,Artur Lugmayr,Pauliina Tuomi Pdf

This book constitutes the refereed proceedings of the 17th International Conference on Entertainment Computing, ICEC 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selected from 65 submissions. They cover a large range of topics in the following thematic areas: digital games and interactive entertainment; design, human-computer interaction, and analysis of entertainment systems; interactive art, performance and cultural computing; entertainment devices, platforms and systems; theoratical foundations and ethical issues; entertainment for purpose and persuasion; computational methodologies for entertainment; and media studies, communication, business, and information systems.

Video Game Art Reader

Author : Tiffany Funk
Publisher : Amherst College Press
Page : 99 pages
File Size : 48,6 Mb
Release : 2022-04
Category : Art
ISBN : 9781943208449

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Video Game Art Reader by Tiffany Funk Pdf

This volume of VGAR critically analyzes video game art as a means of survival. Though "survival strategy" exists as a defined gaming genre, all video games--as unique, participatory artworks--model both individual and collaborative means of survival through play. Video games offer opportunities to navigate both historical and fictional conflicts, traverse landscapes devastated by climate change or nuclear holocaust, and manage the limited resources of individuals or even whole civilizations on earth and beyond. They offer players a dizzying array of dystopian scenarios in which to build and invent, cooperate with others (through other players, NPCs, or AI) to survive another day. Contributors show how video games focus attention, hone visuospatial skills, and shape cognitive control and physical reflexes and thus have the power to participate in the larger context of radical, activist artworks that challenge destructive hegemonic structures as methods of human conditioning, coping, and creating. Contributions by Anna Anthropy , Andrew Bailey, Michael Anthony DeAnda, Luisa Salvador Dias, Tiffany Funk, Elizabeth LaPensée, Treva Michelle Legassie, Michael Paramo, and Martin Zeilinger.

Writing for Video Games

Author : Steve Ince
Publisher : Bloomsbury Publishing
Page : 192 pages
File Size : 41,6 Mb
Release : 2009-01-01
Category : Reference
ISBN : 9781408103067

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Writing for Video Games by Steve Ince Pdf

Video games is a lucrative new market for scriptwriters but writing for video games is complex and very different to traditional media (tv or film). This practical guide shows how you can adapt your writing skills to this exciting medium. Written by an award-winning games writer, the book gives you a realistic picture of how games companies work, how the writer fits into the development process, and the skills required: from storytelling, to developing interactive narrative, characters and viewpoints, dialogue comedy and professional practice. Illustrated with examples from games and quotes from developers, writers and agents, this is a cutting edge professional writing guide at a very accessible price.

Character Development and Storytelling for Games

Author : Lee Sheldon
Publisher : CRC Press
Page : 427 pages
File Size : 44,7 Mb
Release : 2022-11-18
Category : Computers
ISBN : 9781000782844

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Character Development and Storytelling for Games by Lee Sheldon Pdf

This is the third edition of Character Development and Storytelling for Games, a standard work in the field that brings all of the teaching from the first two books up to date and tackles the new challenges of today. Professional game writer and designer Lee Sheldon combines his experience and expertise in this updated edition. New examples, new game types, and new challenges throughout the text highlight the fundamentals of character writing and storytelling. But this book is not just a box of techniques for writers of video games. It is an exploration of the roots of character development and storytelling that readers can trace from Homer to Chaucer to Cervantes to Dickens and even Mozart. Many contemporary writers also contribute insights from books, plays, television, films, and, yes, games. Sheldon and his contributors emphasize the importance of creative instinct and listening to the inner voice that guides successful game writers and designers. Join him on his quest to instruct, inform, and maybe even inspire your next great game.

The Comic Book Story of Video Games

Author : Jonathan Hennessey
Publisher : Ten Speed Graphic
Page : 192 pages
File Size : 54,7 Mb
Release : 2017-10-03
Category : Comics & Graphic Novels
ISBN : 9780399578915

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The Comic Book Story of Video Games by Jonathan Hennessey Pdf

A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.

Integrating Video Game Research and Practice in Library and Information Science

Author : Ratliff, Jacob A.
Publisher : IGI Global
Page : 300 pages
File Size : 41,6 Mb
Release : 2015-02-28
Category : Language Arts & Disciplines
ISBN : 9781466681767

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Integrating Video Game Research and Practice in Library and Information Science by Ratliff, Jacob A. Pdf

Video games are now a ubiquitous form of media used by the majority of the American population. However, the academic research field surrounding this genre does not accurately reflect the pervasive influence of video games. The field of library and information sciences helps provide the necessary foundational support for this media. Integrating Video Game Research and Practice in Library and Information Science brings together video gaming culture and its unique forms of communication with information behavior research. By detailing the nuances of video games and their influence, this reference book reveals communication patterns within society and provides comprehensive background and analysis for libraries, librarians, and information professionals.

The Awesome Inner Workings of Video Games

Author : Arie Kaplan
Publisher : Lerner Publications ™
Page : 32 pages
File Size : 41,6 Mb
Release : 2017-01-01
Category : Juvenile Nonfiction
ISBN : 9781512452044

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The Awesome Inner Workings of Video Games by Arie Kaplan Pdf

Gamers, beware—your video games can think for themselves! Ever wondered what's inside the plastic of your video game console but don't want to crack it open to find out? Crack open this book instead! You'll learn what computer code looks like, how a game console's "brain" makes decisions, and how its memory allows you to return to play each day without starting from scratch.

The Ultimate History of Video Games, Volume 1

Author : Steven L. Kent
Publisher : Crown
Page : 0 pages
File Size : 51,8 Mb
Release : 2001-10-02
Category : Social Science
ISBN : 0761536434

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The Ultimate History of Video Games, Volume 1 by Steven L. Kent Pdf

The definitive behind-the-scenes history of the dawn of video games and their rise into a multibillion-dollar business “For industry insiders and game players alike, this book is a must-have.”—Mark Turmell, designer for Midway Games and creator of NBA Jam, NFL Blitz, and WrestleMania With all the whiz, bang, pop, and shimmer of a glowing arcade, volume 1 of The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. Starting in arcades then moving to televisions and handheld devices, the video game invasion has entranced kids and the young at heart for nearly fifty years. And gaming historian Steven L. Kent has been there to record the craze from the very beginning. The Ultimate History: Volume 1 tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, Kent chronicles firsthand accounts of how yesterday’s games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today’s empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you’ll discover • the video game that saved Nintendo from bankruptcy • the serendipitous story of Pac-Man’s design • the misstep that helped topple Atari’s $2-billion-a-year empire • the coin shortage caused by Space Invaders • the fascinating reasons behind the rise, fall, and rebirth of Sega • and much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who’s ever touched a joystick.