Videogames Studies Concepts Cultures And Communication

Videogames Studies Concepts Cultures And Communication 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 Videogames Studies Concepts Cultures And Communication book. This book definitely worth reading, it is an incredibly well-written.

Videogames Studies: Concepts, Cultures, and Communication

Author : Monica Evans
Publisher : BRILL
Page : 160 pages
File Size : 51,7 Mb
Release : 2020-04-14
Category : Social Science
ISBN : 9781848880597

Get Book

Videogames Studies: Concepts, Cultures, and Communication by Monica Evans Pdf

This volume reflects the discussions that occurred during the 2nd Global Conference on Videogame Cultures and the Future of Interactive Entertainment in July 2010. The chapters in this volume cover four primary topics: new frameworks for game studies and analysis, the various cultures surrounding gaming, questions of ethics and controversial...

An Introduction to Game Studies

Author : Frans Mäyrä
Publisher : SAGE
Page : 208 pages
File Size : 45,8 Mb
Release : 2008-02-18
Category : Language Arts & Disciplines
ISBN : 9781473902923

Get Book

An Introduction to Game Studies by Frans Mäyrä Pdf

An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as 'game' and play' - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as 'culture' and subculture - Analyse the relationship between technology and interactivity and between 'game' and 'reality' - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

Video Games and Gaming Culture

Author : Mark J. P. Wolf
Publisher : Routledge
Page : 0 pages
File Size : 51,5 Mb
Release : 2016
Category : Video games
ISBN : 1138811254

Get Book

Video Games and Gaming Culture by Mark J. P. Wolf Pdf

Video and interactive computer games now constitute an enormous industry that rivals television and film. Moreover, gaming is of growing importance in spheres beyond mere entertainment; games and gaming technology are increasingly applied to other ends, including for educational, political, and military purposes. Perhaps unsurprisingly, therefore, the cultural, social, and economic significance of games and gaming is now profound, and ripe for scholarly scrutiny and study. As research continues to flourish, this new collection offers a multi-dimensional overview of games and gaming culture and brings together in four volumes the very best foundational and cutting-edge scholarship.

An Introduction to Game Studies

Author : Frans Mäyrä
Publisher : Unknown
Page : 196 pages
File Size : 48,9 Mb
Release : 2008
Category : Games
ISBN : OCLC:1109943354

Get Book

An Introduction to Game Studies by Frans Mäyrä Pdf

Annotation An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as 'game' and play' - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as 'culture' and subculture - Analyse the relationship between technology and interactivity and between 'game' and 'reality' - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Myr is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

Engaging with Videogames: Play, Theory and Practice

Author : Dawn Stobbart,Monica Evans
Publisher : BRILL
Page : 297 pages
File Size : 54,6 Mb
Release : 2019-01-04
Category : Social Science
ISBN : 9781848882959

Get Book

Engaging with Videogames: Play, Theory and Practice by Dawn Stobbart,Monica Evans Pdf

This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.

Exploring Videogames: Culture, Design and Identity

Author : Nick Webber,Daniel Riha
Publisher : BRILL
Page : 189 pages
File Size : 41,5 Mb
Release : 2019-01-04
Category : Social Science
ISBN : 9781848882409

Get Book

Exploring Videogames: Culture, Design and Identity by Nick Webber,Daniel Riha Pdf

This volume was first published by Inter-Disciplinary Press in 2013. This volume brings together perspectives on videogames and interactive entertainment from film and media studies, Russian studies, health, philosophy and human-computer interaction, among others. It includes theoretically and practically-informed explorations of the nature of games, their design and development, and their communities and culture.

Understanding Games and Game Cultures

Author : Ingrid Richardson,Larissa Hjorth,Hugh Davies
Publisher : SAGE
Page : 194 pages
File Size : 52,7 Mb
Release : 2021-03-24
Category : Language Arts & Disciplines
ISBN : 9781529738520

Get Book

Understanding Games and Game Cultures by Ingrid Richardson,Larissa Hjorth,Hugh Davies Pdf

Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.

Computer Games and New Media Cultures

Author : Johannes Fromme,Alexander Unger
Publisher : Springer Science & Business Media
Page : 694 pages
File Size : 46,9 Mb
Release : 2012-06-14
Category : Education
ISBN : 9789400727779

Get Book

Computer Games and New Media Cultures by Johannes Fromme,Alexander Unger Pdf

Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.

Independent Videogames

Author : Paolo Ruffino
Publisher : Routledge
Page : 270 pages
File Size : 41,9 Mb
Release : 2020-10-07
Category : Design
ISBN : 9781000201154

Get Book

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.

Videogames and Postcolonialism

Author : Souvik Mukherjee
Publisher : Springer
Page : 120 pages
File Size : 49,9 Mb
Release : 2017-07-24
Category : Social Science
ISBN : 9783319548227

Get Book

Videogames and Postcolonialism by Souvik Mukherjee Pdf

This book focuses on the almost entirely neglected treatment of empire and colonialism in videogames. From its inception in the nineties, Game Studies has kept away from these issues despite the early popularity of videogame franchises such as Civilization and Age of Empire. This book examines the complex ways in which some videogames construct conceptions of spatiality, political systems, ethics and society that are often deeply imbued with colonialism. Moving beyond questions pertaining to European and American gaming cultures, this book addresses issues that relate to a global audience – including, especially, the millions who play videogames in the formerly colonised countries, seeking to make a timely intervention by creating a larger awareness of global cultural issues in videogame research. Addressing a major gap in Game Studies research, this book will connect to discourses of post-colonial theory at large and thereby, provide another entry-point for this new medium of digital communication into larger Humanities discourses.

The Meaning of Video Games

Author : Steven E. Jones
Publisher : Routledge
Page : 208 pages
File Size : 44,6 Mb
Release : 2008-04-11
Category : Social Science
ISBN : 9781135902179

Get Book

The Meaning of Video Games by Steven E. Jones Pdf

The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.

Mixed Reality and Games

Author : Emir Bektic,Daniela Bruns,Sonja Gabriel,Florian Kelle,Gerhard Pölsterl,Felix Schniz
Publisher : transcript Verlag
Page : 297 pages
File Size : 40,6 Mb
Release : 2020-10-31
Category : Social Science
ISBN : 9783839453292

Get Book

Mixed Reality and Games by Emir Bektic,Daniela Bruns,Sonja Gabriel,Florian Kelle,Gerhard Pölsterl,Felix Schniz Pdf

Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.

Video Games as Culture

Author : Daniel Muriel,Garry Crawford
Publisher : Routledge
Page : 194 pages
File Size : 42,5 Mb
Release : 2018-03-14
Category : Social Science
ISBN : 9781317223924

Get Book

Video Games as Culture by Daniel Muriel,Garry Crawford Pdf

Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

The Routledge Handbook of Translation and Media

Author : Esperança Bielsa
Publisher : Routledge
Page : 567 pages
File Size : 40,6 Mb
Release : 2021-12-24
Category : Language Arts & Disciplines
ISBN : 9781000478518

Get Book

The Routledge Handbook of Translation and Media by Esperança Bielsa Pdf

The Routledge Handbook of Translation and Media provides the first comprehensive account of the role of translation in the media, which has become a thriving area of research in recent decades. It offers theoretical and methodological perspectives on translation and media in the digital age, as well as analyses of a wide diversity of media contexts and translation forms. Divided into four parts with an editor introduction, the 33 chapters are written by leading international experts and provide a critical survey of each area with suggestions for further reading. The Handbook aims to showcase innovative approaches and developments, bridging the gap between currently separate disciplinary subfields and pointing to potential synergies and broad research topics and issues. With a broad-ranging, critical and interdisciplinary perspective, this Handbook is an indispensable resource for all students and researchers of translation studies, audiovisual translation, journalism studies, film studies and media studies.

Digital Disruption and Media Transformation

Author : Alexander Godulla,Stephan Böhm
Publisher : Springer Nature
Page : 275 pages
File Size : 50,9 Mb
Release : 2023-10-19
Category : Business & Economics
ISBN : 9783031399404

Get Book

Digital Disruption and Media Transformation by Alexander Godulla,Stephan Böhm Pdf

This book presents a comprehensive compilation of the latest research into digital disruption in the media industry. The perspectives are differentiated into innovation triggers in the media industry stemming from the economy, society and technology. In addition, the book highlights selected case studies exploring new media actors and usage, innovation and disruption in media organizations, emerging media platforms and channels, as well as innovative media topics and events. The book is intended for researchers in communication sciences and media research, as well as media practitioners who want to understand the causes and effects of digital transformation in the media industry.