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Book Game History and the Local

Download or read book Game History and the Local written by Melanie Swalwell and published by Springer Nature. This book was released on 2021-05-24 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Book Locally Played

Download or read book Locally Played written by Benjamin Stokes and published by MIT Press. This book was released on 2020-04-07 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.

Book Video Games Around the World

Download or read book Video Games Around the World written by Mark J. P. Wolf and published by MIT Press. This book was released on 2015-05-01 with total page 715 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Book Debugging Game History

Download or read book Debugging Game History written by Henry Lowood and published by MIT Press. This book was released on 2024-02-06 with total page 465 pages. Available in PDF, EPUB and Kindle. Book excerpt: Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

Book Don t Bother Me  I m Learning My History Through a Digital Game

Download or read book Don t Bother Me I m Learning My History Through a Digital Game written by Anna Chartofili and published by Eliva Press. This book was released on 2020-09-18 with total page 124 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definition of the content of local history is still problematic. Until the second half of the previous century, local history was viewed as a rather negligible subset of academic history. In addition, there is the wrong impression that local history is about places of high historical status. On the other hand, games should not be treated merely as a way of entertainment nor should be considered that are aimed only at young ages. The participation of an individual in games has an essential effect in his psychological state. In this sense, it is a remarkable factor in the formation of human personality. The boom in the video game industry from the 90's onwards gathered even more interest in research and in terms of their impact in education. The results of these surveys provided very interesting data. The impact of digital games is great and they were expected to gain ground very quickly in the educational range, both at school and academic level. Don't bother me! I'm learning my History through a digital game: Research and Theory provides a clear and concise theoretical overview of the field of digital games and local history from a cross-disciplinary perspective. Taking into account research and theory from areas as computer science, humanities, education, folklore and game design, this book aims to synthesize work related to the content and the importance of local history, as well as the value of digital games, comparing them to traditional teaching. In the second part of the book, are presented the implementation and the results of a research in which, the Local History of Nisyros was taught using printed material, board games and digital games. This book is an essential guide for researchers, designers, teachers, practitioners and policy makers who want to better understand the relationship between games and education.

Book Asian Histories and Heritages in Video Games

Download or read book Asian Histories and Heritages in Video Games written by Yowei Kang and published by Routledge. This book was released on 2024-08-28 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the representations of national Asian histories in digital games. Situated at the intersection of regional game studies and historical game studies, this book offers chapters on histories and heritages of Japan, China, Iran, Iraq, Taiwan, South Korea, Indonesia, Singapore, Turkey, and Russia. The volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games- from postcolonialism to identity politics to heritage studies. It demonstrates various methodological approaches to historical/regional game studies: case studies of nationally produced historical games that deal with local history, studies of media reception of history/heritage-themed games, text-mining methods studying attitudes expressed by players of such games, and educational perspectives on games in teaching cultural heritage. Through the lens of videogames, the authors explore how nations struggle with the legacies of war, colonialism and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies.

Book High Score

    Book Details:
  • Author : Rusel DeMaria
  • Publisher : McGraw-Hill Osborne Media
  • Release : 2004
  • ISBN : 0072231726
  • Pages : 392 pages

Download or read book High Score written by Rusel DeMaria and published by McGraw-Hill Osborne Media. This book was released on 2004 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explores the history of video and computer games and discusses the changes they have made in both the business world and popular culture.

Book Western Field

    Book Details:
  • Author :
  • Publisher :
  • Release : 1904
  • ISBN :
  • Pages : 532 pages

Download or read book Western Field written by and published by . This book was released on 1904 with total page 532 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Phoenix IV

    Book Details:
  • Author : Leonard Herman
  • Publisher : Createspace Independent Publishing Platform
  • Release : 2016-09-22
  • ISBN : 9781539031291
  • Pages : 828 pages

Download or read book Phoenix IV written by Leonard Herman and published by Createspace Independent Publishing Platform. This book was released on 2016-09-22 with total page 828 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since its debut in 1994 as the first serious book about videogame history, Phoenix has been regarded worldwide as the Bible of videogame history by professionals and fans alike. Now in its fourth edition, the text has been completely rewritten and updated to include videogame history through 2015. Illustrated with over 1000 photos from Atari to Zeebo, Pong to PlayStation, and arranged chronologically, Phoenix remains the first place to start any study of gaming history.

Book The Lifework and Legacy of Iona and Peter Opie

Download or read book The Lifework and Legacy of Iona and Peter Opie written by Julia C. Bishop and published by Routledge. This book was released on 2020-04-02 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: Iona and Peter Opie were twentieth-century pioneers. Their research and writing focused on the folklore of British children – their games, rhymes, riddles, secret languages and every variety of the traditions and inventions of the children’s collective physical and verbal play. Such closely observed, respectful, good-humoured and historically attuned writing about the traditions of childhood was a revelation to English-language readers around the world. Their numerous books were a rare phenomenon: they attracted a popular readership far beyond the professional and academic communities. For those who work with children, their collaborative research was a powerful influence in confirming the immense capacities of the young for cooperation, conservation, invention and imagination. Their books challenged – then and now – the bleak and limited view of children which focuses on their smallness, ignorance and powerlessness. The writers in this volume pay their tribute to the Opies by exploring a wonderfully varied topography of children's play, from different countries and different perspectives. Their research is vivid and challenging; that is, as it should be, in the tradition of the Opies. This book was originally published as a special issue of the International Journal of Play.

Book Comprehensive Calendar of Bicentennial Events

Download or read book Comprehensive Calendar of Bicentennial Events written by American Revolution Bicentennial Administration and published by . This book was released on 1975 with total page 608 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Classical Antiquity in Video Games

Download or read book Classical Antiquity in Video Games written by Christian Rollinger and published by Bloomsbury Publishing. This book was released on 2020-01-09 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.

Book Globalization and the Third World

Download or read book Globalization and the Third World written by B. Ghosh and published by Springer. This book was released on 2006-05-26 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt: The impact of globalization on the world's developing economies is not conclusive: studies show conflicting conclusions to the same problems in the context of globalization in developing countries. It is this analytical inconclusiveness that is at the heart of this collection, which makes a fresh attempt to study the real impact of globalization.

Book Playing the Marginality Game

Download or read book Playing the Marginality Game written by Anita Schroven and published by Berghahn Books. This book was released on 2019-03-27 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Guinea, situated against the background of central government struggles, rural elites use identity politics through contemporary political reforms to maintain their privileges and perpetuate a generations-old local social contract that bridges ethnic and religious divides. Simultaneously, administrative reform and national unrest lead to the creative re-combination of sources of authority and practices of legitimate rule. Past periods of colonization, socialism and authoritarian regime are reflected in contemporary struggles to make sense of participatory democracy and the future of the embattled Guinean national state.

Book Latino History and Culture

Download or read book Latino History and Culture written by David J. Leonard and published by Routledge. This book was released on 2015-03-17 with total page 701 pages. Available in PDF, EPUB and Kindle. Book excerpt: Latinos are the fastest growing population in America today. This two-volume encyclopedia traces the history of Latinos in the United States from colonial times to the present, focusing on their impact on the nation in its historical development and current culture. "Latino History and Culture" covers the myriad ethnic groups that make up the Latino population. It explores issues such as labor, legal and illegal immigration, traditional and immigrant culture, health, education, political activism, art, literature, and family, as well as historical events and developments. A-Z entries cover eras, individuals, organizations and institutions, critical events in U.S. history and the impact of the Latino population, communities and ethnic groups, and key cities and regions. Each entry includes cross references and bibliographic citations, and a comprehensive index and illustrations augment the text.

Book Gaming the Iron Curtain

Download or read book Gaming the Iron Curtain written by Jaroslav Svelch and published by MIT Press. This book was released on 2018-12-25 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: How amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Aside from the exceptional history of Tetris, very little is known about gaming culture behind the Iron Curtain. But despite the scarcity of home computers and the absence of hardware and software markets, Czechoslovakia hosted a remarkably active DIY microcomputer scene in the 1980s, producing more than two hundred games that were by turns creative, inventive, and politically subversive. In Gaming the Iron Curtain, Jaroslav Švelch offers the first social history of gaming and game design in 1980s Czechoslovakia, and the first book-length treatment of computer gaming in any country of the Soviet bloc. Švelch describes how amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Sheltered in state-supported computer clubs, local programmers fashioned games into a medium of expression that, unlike television or the press, was neither regulated nor censored. In the final years of Communist rule, Czechoslovak programmers were among the first in the world to make activist games about current political events, anticipating trends observed decades later in independent or experimental titles. Drawing from extensive interviews as well as political, economic, and social history, Gaming the Iron Curtain tells a compelling tale of gaming the system, introducing us to individuals who used their ingenuity to be active, be creative, and be heard.

Book Catskill Aqueduct Celebration Publications

Download or read book Catskill Aqueduct Celebration Publications written by George Frederick Kunz and published by . This book was released on 1917 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: