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Book A Performative Feel for the Game

Download or read book A Performative Feel for the Game written by Trygve B. Broch and published by Springer Nature. This book was released on 2019-12-21 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: Applying a cultural sociology of performance, this book interrogates how the meaning of sport intersects with gender. Trygve B. Broch points out uncertainties in the causal arguments made by key figures in the cultural studies tradition, instead advancing a meaning-centered study of sports as involving both a social and an athletic performance. Sports not only reflect or reverse social realities, but capture and keep our attention when we use and experience them as a means to reflect on social life, injustice, and hierarchy. More specifically, blending approaches from media studies with ethnography, Broch explores the women-dominated sport of handball in Norway, a country that considers gender equality a basis of democracy. As such, the analyses here show how broadly available meanings about sameness and equality are mediated and experienced through a performative feel for the game.

Book Screenplay

    Book Details:
  • Author : Geoff King
  • Publisher : Wallflower Press
  • Release : 2002
  • ISBN : 9781903364239
  • Pages : 242 pages

Download or read book Screenplay written by Geoff King and published by Wallflower Press. This book was released on 2002 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book The Ponytail

    Book Details:
  • Author : Trygve B. Broch
  • Publisher : Springer Nature
  • Release : 2023-01-01
  • ISBN : 3031207807
  • Pages : 235 pages

Download or read book The Ponytail written by Trygve B. Broch and published by Springer Nature. This book was released on 2023-01-01 with total page 235 pages. Available in PDF, EPUB and Kindle. Book excerpt: This open access book adopts a cultural sociology of materiality to explore the hallmark of the female athlete: the ponytail. Studying a wealth of news articles about ponytails in sports and society, Broch uncovers this hairstyle’s polyvocality and argues that it is a total social phenomenon. By separating his approach from the cultural studies tradition, Broch highlights how hair is imbued with codes, narratives, and myth that allow its wearers to understand, maneuver, and criticize social gender relations in deeply personal ways. Using multiple theories about hair, bodies, myths, and icons, he creates a multidimensional method to show how icons are imitated and used. As women navigate their practical lives, health issues, and gendered expectations, the ponytail materializes their dynamic maneuvering of cultural and social environments. Sporting a ponytail—itself an embodiment of movement—is filled with a performativity of social movements: a cultural kinetics that is never apolitical.

Book Virtual Character Design for Games and Interactive Media

Download or read book Virtual Character Design for Games and Interactive Media written by Robin James Stuart Sloan and published by CRC Press. This book was released on 2015-05-07 with total page 175 pages. Available in PDF, EPUB and Kindle. Book excerpt: While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more

Book Performative Linguistics

Download or read book Performative Linguistics written by Douglas Robinson and published by Routledge. This book was released on 2003-09-02 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, Douglas Robinson introduces a new distinction between 'constative' and 'performative' linguistics, arguing that Austin's distinction can be used to understand linguistic methodologies. Constative linguistics, Robinson suggests, includes methodologies aimed at 'freezing' language as an abstract sign system, while performative linguistics explores how language is used or 'performed' in those speech situations. Robinson then tests his hypothesis on the act of translation. Drawing on a range of language scholars and theorists, Performative Linguistics consolidates the many disparate action-approaches to language into a new paradigm for the study of language.

Book Directing Game Animation

Download or read book Directing Game Animation written by Mike Jungbluth and published by CRC Press. This book was released on 2024-03-15 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: The best character animation has a strong creative intent, driving a compelling performance. With the addition of interactivity, game animation adds complexity to the craft of how best to balance art, design and technology to realize a character’s performance. As a director, you are responsible for not only defining a vision for how those should balance but also being a leader, mentor and advocate for your team. But in a field of rapid iteration of ideas and techniques, that strong creative intent can be easily lost or sacrificed if not properly fostered and defined. Directing Game Animation: Building a Vision and a Team with Intent breaks down the process of creating an intentional animation vision that can be both unique and flexible. From defining the high-level experience to breaking down tech needs, projecting a team size and empowering everyone to work together, this book will help you to wrap your mind around a project’s animation needs. Animation, like every part of a game, cannot succeed—let alone function—in a vacuum. This book looks to foster a discussion around the process, needs and benefits of an empowered animation team and its vision as a universal benefit for the entire industry. This book is a guide to answer some of the most common questions people encounter when engaging with the overlap between creative and project leadership. What is your role? Learn how to establish expectations and needs specific to the project and team. How do you establish a vision? Learn how to better define and communicate creative topics such as a cohesive character performance and animation style. How do you build a team? Learn how to establish early on the team structure, skills and workflows needed to deliver on the needs of the project. How do you balance creative and production needs? Learn how to define quality, reviews and approvals in a way that empowers creativity and decision-making.

Book The Foley Grail

    Book Details:
  • Author : Vanessa Theme Ament
  • Publisher : Routledge
  • Release : 2021-11-25
  • ISBN : 1000461203
  • Pages : 275 pages

Download or read book The Foley Grail written by Vanessa Theme Ament and published by Routledge. This book was released on 2021-11-25 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book teaches you how to master classic and cutting edge Foley techniques in order to create rich and convincing sound for any medium, be it film, television, radio, podcasts, animation, or games. Award-winning Foley artist Vanessa Theme Ament demonstrates how Foley is designed, crafted, and edited for any project, down to the nuts and bolts of spotting, cueing, and performing sounds. Various renowned sound artists provide a treasure trove of indispensable shortcuts, hot tips, and other valuable tricks of the trade. This updated third edition features the following: New chapters dedicated to Foley in games, television, broadcasting, and animation, as well as what is new in sound for media education A multitude of sound "recipes" that include proven Foley methods you can immediately use on your own projects A diverse range of case studies from well-known films, shows, games, and animation Interviews with current sound artists from around the world By exploring the entire audio post-production process, this book provides you with an excellent understanding of where Foley fits in the business of filmmaking and is a perfect guide for both newcomers and experienced sound designers wanting to learn more about this art. Accompanying the book are online resources featuring video demonstrations of Foley artists at work, video tutorials of specific Foley techniques, lectures from the author and more.

Book Performativity in Art  Literature  and Videogames

Download or read book Performativity in Art Literature and Videogames written by Darshana Jayemanne and published by Springer. This book was released on 2017-07-12 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences’ experience of art. The frame, as a site of paradox, links the book’s discussion of theory with close readings of texts, which include artworks, books and videogames. The resulting method is interdisciplinary in scope and will be of use to researchers interested in the performative aspects of gaming, art, digital storytelling and nonlinear narrative.

Book The Performance of Video Games

Download or read book The Performance of Video Games written by Kelly I. Aliano and published by McFarland. This book was released on 2022-10-27 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.

Book Intelligent Computing

Download or read book Intelligent Computing written by Kohei Arai and published by Springer Nature. This book was released on 2023-10-02 with total page 1492 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a collection of insightful and unique state-of the-art papers presented at the Computing Conference which took place in London on June 22–23, 2023. A total of 539 papers were received out of which 193 were selected for presenting after double-blind peer-review. The book covers a wide range of scientific topics including IoT, Artificial Intelligence, Computing, Data Science, Networking, Data security and Privacy, etc. The conference was successful in reaping the advantages of both online and offline modes. The goal of this conference is to give a platform to researchers with fundamental contributions and to be a premier venue for academic and industry practitioners to share new ideas and development experiences. We hope that readers find this book interesting and valuable. We also expect that the conference and its publications will be a trigger for further related research and technology improvements in this important subject.

Book Situational Game Design

Download or read book Situational Game Design written by Brian Upton and published by CRC Press. This book was released on 2017-10-31 with total page 118 pages. Available in PDF, EPUB and Kindle. Book excerpt: Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form.

Book The Gameful World

    Book Details:
  • Author : Steffen P. Walz
  • Publisher : MIT Press
  • Release : 2015-01-23
  • ISBN : 0262325721
  • Pages : 687 pages

Download or read book The Gameful World written by Steffen P. Walz and published by MIT Press. This book was released on 2015-01-23 with total page 687 pages. Available in PDF, EPUB and Kindle. Book excerpt: What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.

Book Ready Player Juan

    Book Details:
  • Author : Carlos Gabriel Kelly González
  • Publisher : University of Arizona Press
  • Release : 2023
  • ISBN : 0816552290
  • Pages : 191 pages

Download or read book Ready Player Juan written by Carlos Gabriel Kelly González and published by University of Arizona Press. This book was released on 2023 with total page 191 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book fuses Latinx studies and video game studies to document how Latinx masculinities are portrayed in high-budget action-adventure video games. Developing an original approach to video game experiences, the author theorizes video games as border crossings, and defines a new concept--digital mestizaje--that pushes players, readers, and scholars to deploy a Latinx way of seeing constructive as well as destructive qualities.

Book Sorry I Don t Dance

    Book Details:
  • Author : Maxine Leeds Craig
  • Publisher : Oxford University Press, USA
  • Release : 2014
  • ISBN : 0199845298
  • Pages : 242 pages

Download or read book Sorry I Don t Dance written by Maxine Leeds Craig and published by Oxford University Press, USA. This book was released on 2014 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explores the feminization, sexualization, and racialization of dance in America since the 1960s.

Book Understanding Games and Game Cultures

Download or read book Understanding Games and Game Cultures written by Ingrid Richardson and published by SAGE. This book was released on 2021-03-24 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Touching Feeling

    Book Details:
  • Author : Eve Kosofsky Sedgwick
  • Publisher : Duke University Press
  • Release : 2003-01-17
  • ISBN : 9780822330158
  • Pages : 212 pages

Download or read book Touching Feeling written by Eve Kosofsky Sedgwick and published by Duke University Press. This book was released on 2003-01-17 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: DIVA collection of essays examining theories of affect and how they relate to issues of performance and performativity./div

Book An Introduction to Game Studies

Download or read book An Introduction to Game Studies written by Frans Mäyrä and published by SAGE. This book was released on 2008-02-18 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.