Video Games And The Global South

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Video Games and the Global South

Author : Phillip Penix-Tadsen
Publisher : Lulu.com
Page : 302 pages
File Size : 49,7 Mb
Release : 2019-05-17
Category : Computers
ISBN : 9780359641390

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Video Games and the Global South by Phillip Penix-Tadsen Pdf

Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.

Video Games Around the World

Author : Mark J. P. Wolf
Publisher : MIT Press
Page : 715 pages
File Size : 43,9 Mb
Release : 2015-05-01
Category : Games & Activities
ISBN : 9780262527163

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Video Games Around the World by Mark J. P. Wolf Pdf

Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela

Global Game Industries and Cultural Policy

Author : Anthony Fung
Publisher : Springer
Page : 340 pages
File Size : 40,9 Mb
Release : 2017-02-10
Category : Political Science
ISBN : 9783319407609

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Global Game Industries and Cultural Policy by Anthony Fung Pdf

This is the first book that sheds light on global game industries and cultural policy. The scope covers the emerging and converging theory and models on cultural industries and its development, and their connection to national cultural policy and globalization. The primary focus of the book is on Asian cultural policy and industries while there are implicit comparisons throughout the book to compare Asia to other global markets. This book is aimed at advanced undergraduates, graduate students and faculty members in programs addressing cultural policy and digital games. It will also be of interest to those within the cultural policy community and to digital games professionals.

Un-Mapping the Global South

Author : Gero Bauer,Nicole Hirschfelder,Fernando Resende
Publisher : Taylor & Francis
Page : 284 pages
File Size : 42,5 Mb
Release : 2024-03-19
Category : Literary Criticism
ISBN : 9781040001387

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Un-Mapping the Global South by Gero Bauer,Nicole Hirschfelder,Fernando Resende Pdf

This book offers new approaches and insights into the ongoing and topical discussions on the concepts and definitions of the global south. Instead of adding to the debates about how to properly define the "global south" as such, it aims at emphasising concrete experiences and accounts of (post-)colonial dislocation and disidentification as both a starting point and linchpin for the subsequent exploration. It brings into conversation theories and interrogations of the "global south" with specific local studies, without presenting them as the romanticised "other" or as "non-western" narratives. As a bold initiation of future conversations on issues that both directly and indirectly affect ideas about the global south, the volume will be of great interest to scholars and researchers of critical theory, literary and cultural studies, and global south studies.

The Handbook of Media and Culture in the Middle East

Author : Joe F. Khalil,Gholam Khiabany,Tourya Guaaybess,Bilge Yesil
Publisher : John Wiley & Sons
Page : 580 pages
File Size : 40,5 Mb
Release : 2023-06-27
Category : Social Science
ISBN : 9781119637066

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The Handbook of Media and Culture in the Middle East by Joe F. Khalil,Gholam Khiabany,Tourya Guaaybess,Bilge Yesil Pdf

The Handbook of Media and Culture in the Middle East The Handbook of Media and Culture in the Middle East is an invaluable resource for anyone seeking to understand the profound and complex changes shaping the 21st century. With trans-regional contributions from established and emerging scholars, this ground-breaking volume offers conceptual essays and in-depth chapters that present rich analyses grounded in historical and geopolitical contexts, as well as key theory and empirical research. Rather than viewing the Middle East as a monolithic culture, this Handbook examines the diverse and multi-local characteristics of the region’s knowledge production, dynamic media, and rich cultures. It addresses a wide range of topics, including the evolving mainstream and alternative media, competing histories in the region, and pressing socio-economic and media debates. Additionally, the Handbook explores the impact of regional and international politics on Middle Eastern cultures and media. Designed to serve as a foundation for the next era of research in the field, The Handbook of Media and Culture in the Middle East is essential reading for all academics, scholars, and media practitioners. Its comprehensive scope makes it an excellent primary or supplementary textbook for undergraduate or graduate courses in global studies, media and communication, journalism, anthropology, sociology, economics, political science, and history.

Teaching the Middle Ages through Modern Games

Author : Robert Houghton
Publisher : Walter de Gruyter GmbH & Co KG
Page : 314 pages
File Size : 51,9 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.

Videogames in the Indian Subcontinent

Author : Souvik Mukherjee
Publisher : Bloomsbury Publishing
Page : 182 pages
File Size : 54,8 Mb
Release : 2022-11-25
Category : Social Science
ISBN : 9789354356919

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Videogames in the Indian Subcontinent by Souvik Mukherjee Pdf

Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world-the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region. Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global.

Encyclopedia of Video Games [3 volumes]

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 1173 pages
File Size : 50,9 Mb
Release : 2021-05-24
Category : Games & Activities
ISBN : 9798216161820

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Encyclopedia of Video Games [3 volumes] by Mark J. P. Wolf Pdf

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Games of Empire

Author : Nick Dyer-Witheford,Greig de Peuter
Publisher : U of Minnesota Press
Page : 462 pages
File Size : 43,9 Mb
Release : 2013-11-30
Category : Social Science
ISBN : 9781452942704

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Games of Empire by Nick Dyer-Witheford,Greig de Peuter Pdf

In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.

Playing the Middle Ages

Author : Robert Houghton
Publisher : Bloomsbury Publishing
Page : 289 pages
File Size : 53,5 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.

Gaming Globally

Author : N. Huntemann,B. Aslinger
Publisher : Springer
Page : 279 pages
File Size : 50,6 Mb
Release : 2016-01-26
Category : Sports & Recreation
ISBN : 9781137006332

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Gaming Globally by N. Huntemann,B. Aslinger Pdf

Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.

Mass Communication in the Modern Arab World

Author : Naila Nabil Hamdy,Philip Auter
Publisher : Rowman & Littlefield
Page : 333 pages
File Size : 42,7 Mb
Release : 2022-03-01
Category : Language Arts & Disciplines
ISBN : 9781538140048

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Mass Communication in the Modern Arab World by Naila Nabil Hamdy,Philip Auter Pdf

Mass Communication in the Modern Arab World: Ongoing Agents of Change following the Arab Spring introduces, explains, and explores how unceasing growth of media and communication technologies has acted as an ongoing agent of change in the modern Arab world Each contributed chapter provides evidence of mass communication’s potential to transform society, culture, politics, economies and development in a region where expectations of media and communication are higher than those of the Western world. Studying these media platforms and communication channels and their relationship to governments and other social and religious institutions reveals how an area of over 400 million people has seen both good and bad of transformations from the global communication wave. Case studies of media formats and practices specific to the region illuminate cultural and political factors that impact the growth of media and allow it to positively contribute to all-encompassing democratization in the region. List of Contributors: Azza A. Ahmed, Mohammad Ayish, Tayeb Boutbouqatl, Aliaa Dawoud, Khaled S. Gaweesh, Ahmed El Gody, Kamal Hamidou, Fran Hassencahl,Tara Al-Kadi, Kyung Sun Lee, Deanna Loew, Noha Mellor, Hesham Mesbah, Meriem Narimane Noumeur, Saddek Rabah, Abeer Salem, Hend El-Taher, Leonard Ray Teel, Oshane Thorpe, Karin Wilkins, and Inas Abou Youssef

The Video Game Debate 2

Author : Rachel Kowert,Thorsten Quandt
Publisher : Routledge
Page : 160 pages
File Size : 51,6 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.

Visual Encounters in the Study of Rural Childhoods

Author : April Mandrona,Claudia Mitchell
Publisher : Rutgers University Press
Page : 271 pages
File Size : 41,9 Mb
Release : 2018-07-02
Category : Education
ISBN : 9780813588186

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Visual Encounters in the Study of Rural Childhoods by April Mandrona,Claudia Mitchell Pdf

Visual Encounters in the Study of Rural Childhoods brings together visual studies and childhood studies to explore images of childhood in the study of rurality and rural life. The volume highlights how the voices of children themselves remain central to investigations of rural childhoods. Contributions look at representations and experiences of rural childhoods from both the Global North and Global South (including U.S., Canada, Haiti, India, Sweden, Slovenia, South Africa, Russia, Timor-Leste, and Colombia) and consider visuals ranging from picture books to cell phone video to television.

Encyclopedia of Computer Graphics and Games

Author : Newton Lee
Publisher : Springer Nature
Page : 2150 pages
File Size : 51,6 Mb
Release : 2024-01-19
Category : Computers
ISBN : 9783031231612

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Encyclopedia of Computer Graphics and Games by Newton Lee Pdf

Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA