Download or read book Finnish Game Research written by and published by . This book was released on 1996 with total page 52 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Papers on Game research written by and published by . This book was released on 1977 with total page 838 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Game Production Studies written by Olli Sotamaa and published by . This book was released on 2021-03-18 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: 1. Production as a major factor of video game culture Media research often revolves around the triumvirate of texts, audiences, and industries as its main focal points. Writing in 2017, Aphra Kerr, the leading expert on video game industry, noted that video game production is an understudied area both in game studies and in media studies more broadly, especially when compared to how much has been written games and players. This edited collection aims to address this research gap by zooming in on particular issues connected to labor, development, publishing, and monetization and catch up on other areas of research, such as screen studies, which started paying attention to production decades ago. 2. A contextualized treatment of video game production As the first collection to exclusively focus on video game production, Game Production Studies offers a unique package of 16 chapters, which explore major themes of labor, development, publishing, and monetization. Building upon the rich foundations of production studies, the collection combines various methodological approaches in order to analyze the cultural practices of video game production. Altogether, it tackles a wide range of issues and topics and aspires to provide the go-to resource for anyone interested in video game production. 3. Timely case studies from across the world This edited collection brings together 16 all-new essays based on empirical research carried out in recent years across the world. Our contributors present case studies from Canada, China, Finland, France, Germany, Poland, and the US among other countries. Considering how fast the video game production networks are evolving, the collection provides both timely discussion of new trends and phenomena such as boutique publishers, in-game monetization regulation, or game jam natives and also historical probes into particular industries, which address the wider socio-historical context of these changes.
Download or read book Finnish Video Games written by Juho Kuorikoski and published by McFarland. This book was released on 2015-05-11 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the past three decades Finland's video game industry has become the backbone of Finnish cultural export. Angry Birds and Clash of Clans are dominating sales around the world and the small Nordic nation has become a gaming superpower. Drawing on more than 60 interviews, this book covers the Finnish video game phenomenon as told by the people behind its success. The history of the industry is documented in detail for the first time. Two hundred game reviews are included, presenting the best (and worst) of commercial video games made in Finland.
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 415 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.
Download or read book Catalogue of Accessioned Publications written by World Data Center A--Oceanography and published by . This book was released on 1987 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Waterbirds Around the World written by G. C. Boere and published by The Stationery Office. This book was released on 2006 with total page 836 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the outcome of a major international conference on waterbirds held in Edinburgh in April 2004.
Download or read book Game Research Methods An Overview written by Patri Lankoski and published by Lulu.com. This book was released on 2015 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.
Download or read book Developer s Dilemma written by Casey O'Donnell and published by MIT Press. This book was released on 2014-11-21 with total page 351 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of work—including the organization of work and the market forces that surround it—through the lens of the collaborative practice of game development. Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O’Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on our understanding of work, the organization of work, and the market forces that shape (and are shaped by) media industries. O’Donnell shows that the ability to play with the underlying systems—technical, conceptual, and social—is at the core of creative and collaborative practice, which is central to the New Economy. When access to underlying systems is undermined, so too is creative collaborative process. Drawing on extensive fieldwork in game studios in the United States and India, O’Donnell stakes out new territory empirically, conceptually, and methodologically. Mimicking the structure of videogames, the book is divided into worlds, within which are levels; and each world ends with a boss fight, a “rant” about lessons learned and tools mastered. O’Donnell describes the process of videogame development from pre-production through production, considering such aspects as experimental systems, “socially mandatory” overtime, and the perpetual startup machine that exhausts young, initially enthusiastic workers. He links work practice to broader systems of publishing, manufacturing, and distribution; introduces the concept of a privileged “actor-intra-internetwork”; and describes patent and copyright enforcement by industry and the state.
Download or read book Finnish Innovations and Technologies in Schools written by Hannele Niemi and published by Springer. This book was released on 2014-11-27 with total page 177 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book combines several perspectives on the steps the Finnish educational system has taken to provide students with the skills and competences needed for living in today’s society and in the future. The ecosystem is used as a metaphor for the educational system. The Finnish system aims to achieve sustainable education by ensuring that the system is simultaneously interconnected and open to transformations. The book describes how a flexible curriculum system is succeeding without the pressures of high-stake testing. It also illustrates how the ongoing curriculum reform of the basic education is working. The book brings together knowledge gained in schools through the cooperation of researchers, teachers, school principals, the public sector, and private companies. The book presents case studies of technology integration aimed at crossing boundaries in formal and informal learning settings, locally and globally. The contributors address 21st-century needs and requirements through learner-driven knowledge creation, collaboration, networking, and digital literacies. It opens new scenarios of how to apply digital storytelling and games connecting fun, motivation, and learning. The strong message is that, through collaboration and networking, we can create an educational ecosystem that supports different learners.
Download or read book Violence Perception Video Games written by Federico Alvarez Igarzábal and published by transcript Verlag. This book was released on 2019-11-30 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. The 2017 workshop - Perceiving Video Games - explored the video game medium by focusing on perception and meaning-making processes. The 2018 workshop - Reframing the Violence and Video Games Debate - transcended misleading claims that link video games and violent behavior by offering a range of fresh topical perspectives. From BA students to postdoctoral researchers, the young academics of this anthology stem from a spectrum of backgrounds, including game studies, game design, and phenomenology. This volume also features an entry by renowned psychologist Christopher J. Ferguson.
Download or read book Wildlife Review written by and published by . This book was released on 1958 with total page 920 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Wildlife Abstracts written by U.S. Fish and Wildlife Service and published by . This book was released on 1954 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Handbook of Research on Serious Games as Educational Business and Research Tools written by Cruz-Cunha, Maria Manuela and published by IGI Global. This book was released on 2012-02-29 with total page 1434 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.
Download or read book Report of the Symposium on Fisheries and Society written by and published by Food & Agriculture Org.. This book was released on 2000 with total page 58 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Symposium demonstrated that the value of the inland fisheries resources in member countries of EIFAC considerably exceeds previous estimates. Indications are that in coming years there will be an increased demand for inland fishery products including especially recreational use. Inland fisheries resources will not be able to sustain increased levels of production and alternative use without careful management.
Download or read book Socio economics of recreational fishery workshop Hotel Royal Wasa Vaasa Finland 12 14 May 1997 written by Anna-Liisa Toivonen and published by Nordic Council of Ministers. This book was released on 1997 with total page 112 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Sharing Spaces written by Finn Arne Jørgensen and published by University of Pittsburgh Press. This book was released on 2024-11-12 with total page 406 pages. Available in PDF, EPUB and Kindle. Book excerpt: Human and animal lives intersect, whether through direct physical contact or by inhabiting the same space at a different time. Environmental humanities scholars have begun investigating these relationships through the emerging field of multispecies studies, building on decades of work in animal history, feminist studies, and Indigenous epistemologies. Contributors to this volume consider the entangled human-animal relationships of a complex multispecies world, where domesticated animals, wild animals, and people cross paths, creating hybrid naturecultures. Technology, they argue, structures how animals and humans share spaces. From clothing to cars to computers, technology acts as a mediator and connector of lives across time and space. It facilitates ways of looking at, measuring, moving, and killing, as well as controlling, containing, conserving, and cooperating with animals. Sharing Spaces challenges us to analyze how technology shapes human relationships with the nonhuman world, exploring nonhuman animals as kin, companions, food, transgressors, entertainment, and tools.