Videogames

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Sports Videogames

Author : Mia Consalvo,Konstantin Mitgutsch,Abe Stein
Publisher : Routledge
Page : 312 pages
File Size : 47,5 Mb
Release : 2013-07-18
Category : Social Science
ISBN : 9781136191992

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Sports Videogames by Mia Consalvo,Konstantin Mitgutsch,Abe Stein Pdf

From Pong to Madden NFL to Wii Fit, Sports Videogames argues for the multiple ways that sports videogames—alongside televised and physical sports—impact one another, and how players and viewers make sense of these multiple forms of play and information in their daily lives. Through case studies, ethnographic explorations, interviews and surveys, and by analyzing games, players, and the sports media industry, contributors from a wide variety of disciplines demonstrate the depth and complexity of games that were once considered simply sports simulations. Contributors also tackle key topics including the rise of online play and its implications for access to games, as well as how regulations surrounding player likenesses present challenges to the industry. Whether you’re a scholar or a gamer, Sports Videogames offers a grounded, theory-building approach to how millions make sense of videogames today.

Videogames

Author : James Newman
Publisher : Psychology Press
Page : 216 pages
File Size : 49,8 Mb
Release : 2004
Category : Video games
ISBN : 0415281911

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Videogames by James Newman Pdf

Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog are familiar even to those who've never been near a games console.Topics covered include:* What is a videogame?* Why study videogames?* a brief history of videogames, from Pac-Man to Pokémon* the videogame industry* who plays videogames?* are videogames bad for you?* the narrative structure of videogames* the future of videogames.

The Art of Videogames

Author : Grant Tavinor
Publisher : John Wiley & Sons
Page : 240 pages
File Size : 43,7 Mb
Release : 2009-11-19
Category : Computers
ISBN : 1444310186

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The Art of Videogames by Grant Tavinor Pdf

The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art

First-Person Shooter Videogames

Author : Alberto Oya
Publisher : BRILL
Page : 114 pages
File Size : 42,5 Mb
Release : 2023-12-18
Category : Social Science
ISBN : 9789004691476

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First-Person Shooter Videogames by Alberto Oya Pdf

This book offers a comprehensive and accessible characterisation of the first-person shooter videogame genre. After providing an overview of the history of the first-person shooter videogame genre, Alberto Oya comments on the various defining peculiarities of this genre, namely the first-person perspective, the shooting gaming mechanics, the heroic in-game narrative or background story, and multiplayer gaming. Oya also argues that educators can use first-person shooter videogames to encourage their students to reflect on historical and philosophical issues.

The Aesthetics of Videogames

Author : Jon Robson,Grant Tavinor
Publisher : Routledge
Page : 375 pages
File Size : 48,7 Mb
Release : 2018-03-19
Category : Philosophy
ISBN : 9781351809450

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The Aesthetics of Videogames by Jon Robson,Grant Tavinor Pdf

This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.

Independent Videogames

Author : Paolo Ruffino
Publisher : Routledge
Page : 270 pages
File Size : 42,6 Mb
Release : 2020-10-07
Category : Design
ISBN : 9781000201154

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Independent Videogames by Paolo Ruffino Pdf

Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.

The Rhetoric of Videogames as Embodied Practice

Author : Steve Holmes
Publisher : Routledge
Page : 274 pages
File Size : 55,6 Mb
Release : 2017-09-11
Category : Language Arts & Disciplines
ISBN : 9781351399470

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The Rhetoric of Videogames as Embodied Practice by Steve Holmes Pdf

The Rhetoric of Videogames as Embodied Practice offers a critical reassessment of embodiment and materiality in rhetorical considerations of videogames. Holmes argues that rhetorical and philosophical conceptions of "habit" offer a critical resource for describing the interplay between thinking (writing and rhetoric) and embodiment. The book demonstrates how Aristotle's understanding of character (ethos), habit (hexis), and nature (phusis) can productively connect rhetoric to what Holmes calls "procedural habits": the ways in which rhetoric emerges from its interactions with the dynamic accumulation of conscious and nonconscious embodied experiences that consequently give rise to meaning, procedural subjectivity, control, and communicative agency both in digital game design discourse and the activity of play.

Making Videogames

Author : Duncan Harris,Alex Wiltshire
Publisher : National Geographic Books
Page : 0 pages
File Size : 46,7 Mb
Release : 2022-06-28
Category : Games & Activities
ISBN : 9780500023143

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Making Videogames by Duncan Harris,Alex Wiltshire Pdf

An in-depth visual guide presenting the detailed creative journeys behind the development of the world’s leading videogames. Making Videogames is an extraordinary snapshot of modern interactive entertainment, with insight from pioneers about the most important games in the industry. Illustrated with some of the most arresting in-game images ever seen in print, this book explores the unique alchemy of a technical and artistic endeavor striking a captivating balance between insider insight and accessibility. Across twelve chapters, each focusing on a specific game from AAA blockbusters such as Control and Half-Life: Alyx to cult breakthrough games including No Man’s Sky and Return of the Obra Dinn, this volume documents the incredible craft of videogame worldbuilding. These chapters present masterful visual storytelling via the world’s most popular, but seldom fully understood, entertainment medium. Demonstrating the magic and method behind each studio’s work, the book includes enlightening text by Alex Wiltshire complementing specially created imagery “photographed” in-engine by screen capture artist Duncan Harris. A book for die-hard videogame fanatics, aspiring designer-creatives, video game developers, and the visually curious alike, Making Videogames will showcase the boundless creativity of this thrilling industry.

Videogame Sciences and Arts

Author : Nelson Zagalo,Ana Isabel Veloso,Liliana Costa,Óscar Mealha
Publisher : Springer Nature
Page : 282 pages
File Size : 46,9 Mb
Release : 2019-12-26
Category : Computers
ISBN : 9783030379834

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Videogame Sciences and Arts by Nelson Zagalo,Ana Isabel Veloso,Liliana Costa,Óscar Mealha Pdf

This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.

Rise of the Videogame Zinesters

Author : Anna Anthropy
Publisher : Seven Stories Press
Page : 209 pages
File Size : 40,7 Mb
Release : 2012-03-20
Category : Games & Activities
ISBN : 9781609803735

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Rise of the Videogame Zinesters by Anna Anthropy Pdf

"Anna Anthropy is a key personality in the ongoing paradigm shift that is slowly changing the way videogames are understood, by creators and players, and by the wider culture." —Patrick Alexander, Eegra.com "Equal parts autobiography, ethnography, and how-to manual, this book concisely makes the case for the unique power of 'zinester' games." —Adam Parrish, NYU's Interactive Telecommunication Program (Tisch School of the Arts), and author of the ZZT game "Winter" "These days, everybody can make and distribute a photograph, or a video, or a book. Rise of the Videogame Zinesters shows you that everyone can make a videogame, too. But why should they? For Anna Anthropy, it's not for fame or for profit, but for the strange, aimless beauty of personal creativity.” —Ian Bogost, Director, Graduate Program in Digital Media, Georgia Institute of Technology "Rise is a great guidebook to understanding—and more importantly, participating in—this dynamically evolving culture." —Jim Munroe, co-founder of the Hand Eye Society and the Difference Engine Initiative “Here, Anna Anthropy demonstrates how people from every background and walk of life are breaking free of the commercial cowardice of major publishers, and bringing their individual visions of the game to life. . . . If game design is to be an art, as those of us who love games fervently hope, it must be rescued from its crushing commercial pressures. You can be a part of its future.” —Greg Costikyan, author of I Have No Mouth and I Must Design "Anna gives the world of video games a crucial perspective from her seat of authority within outsider culture, and illustrates how essential it is for the space to empower voices of all kinds if it is to evolve." —Leigh Alexander, editor-at-large of Gamasutra

Videogames and Art

Author : Andy Clarke,Grethe Mitchell
Publisher : Intellect Books
Page : 296 pages
File Size : 40,9 Mb
Release : 2007
Category : Art
ISBN : UOM:39015069308545

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Videogames and Art by Andy Clarke,Grethe Mitchell Pdf

Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry.

The Illustrated History of 151 Video Games

Author : Simon Parkin
Publisher : Unknown
Page : 0 pages
File Size : 42,7 Mb
Release : 2014-01-07
Category : Video games
ISBN : 0754823903

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The Illustrated History of 151 Video Games by Simon Parkin Pdf

More than any other entertainment medium, videogames offer the chance for us to participate in a worldbeyond the ordinary. Whether you are playing as asupersonic hedgehog, an athletic archeologist, or amoustachioed Italian plumber, video games allow theirplayers to inhabit spaces where the usual parameters ofexistence do not apply. The medium's history ischronicled through the individual stories of 151 of themost iconic video games. Beginning in the early 1970s, the book charts five decades of the pixel revolution. Thestory of each game is accompanied by trivia andquotations, and illustrated with photographs, screenshotsand artwork. This celebratory reference, and up-to-datehistory, will enthral any video games aficionado. - Chronicles the history of gaming through an analysis of151 of the world's most-iconic and best-loved games - Expert analysis of the story of each game, accompaniedby fascinating trivia, memorable quotes, and informationon the year of publication and where the game can beplayed today - Includes titles across all platforms, including arcade, console, PC, online and handheld games - Charts five decades of video game evolution, fromComputer Space to Fez - Compulsively illustrated with over 1000 actionscreenshots, game artworks and photographs

Encyclopedia of Video Games [2 volumes]

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 991 pages
File Size : 40,5 Mb
Release : 2012-08-16
Category : Social Science
ISBN : 9798216161813

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Encyclopedia of Video Games [2 volumes] by Mark J. P. Wolf Pdf

This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.

Science Fiction Video Games

Author : Neal Roger Tringham
Publisher : CRC Press
Page : 528 pages
File Size : 52,9 Mb
Release : 2014-09-10
Category : Computers
ISBN : 9781482203899

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Science Fiction Video Games by Neal Roger Tringham Pdf

Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a

Overcoming the Exploitation of Passion in Videogame Labor

Author : Joshua Jackson
Publisher : Rowman & Littlefield
Page : 165 pages
File Size : 41,7 Mb
Release : 2023-02-06
Category : Business & Economics
ISBN : 9781666915266

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Overcoming the Exploitation of Passion in Videogame Labor by Joshua Jackson Pdf

Overcoming the Exploitation of Passion in Videogame Labor: Playing with Passion examines the intersection of passion, precarity, and collocation to pinpoint where and how interventions can be made towards better working conditions. Jackson contends that videogames and passion are inextricably linked and explores this intrinsic link where passion is expected and valorized, be it in the context of play, work, or culture. Passion, Jackson argues, is the connective tissue that sews together the shared experiences that people all over the world will undertake through videogames, including winning close matches, experiencing new worlds, and forging new friendships. This book interrogates the outcomes of labor, videogames, and passion colliding – work and play become inextricably linked, and suddenly a ‘passion for games’ becomes an insistent and expected ‘passion for work.’ This, Jackson ultimately posits, leads to the current reality of much of the videogame production industry, where passion is used as a workplace policing tool and a way to push workers to periods of extended work, or crunch periods. Through theorizations regarding passion, bodies, assembly, and assemblage, this text wrestles with what can be done to manifest real change in the videogame industry. Scholars of media studies, technology, and labor studies will find this book of particular interest.