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Book Games as Texts

    Book Details:
  • Author : Alayna Cole
  • Publisher : CRC Press
  • Release : 2020-12-17
  • ISBN : 1000329739
  • Pages : 86 pages

Download or read book Games as Texts written by Alayna Cole and published by CRC Press. This book was released on 2020-12-17 with total page 86 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games as Texts provides an overview and practical steps for analysing games in terms of their representations of social structures, class, power, race, sexuality, gender, animals, nature, and ability. Each chapter applies a traditional literary theory to the narrative and mechanics of games and explores the social commentary the games encourage. This approach demonstrates to players, researchers, games media, and non-gamers how they can engage with these cultural artefacts through both critical reading and theoretical interpretations. Key Features: Explores games through various literary and theoretical lenses Provides exemplar analysis and guiding questions to help readers think critically about games Highlights the social commentary that all texts can reveal—including games—and how this impacts narrative and mechanics

Book Game Play

    Book Details:
  • Author : Paul Booth
  • Publisher : Bloomsbury Publishing USA
  • Release : 2015-04-23
  • ISBN : 1628927429
  • Pages : 265 pages

Download or read book Game Play written by Paul Booth and published by Bloomsbury Publishing USA. This book was released on 2015-04-23 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 21st century has seen a board game renaissance. At a time when streaming television finds millions of viewers, video games garner billions of dollars, and social media grows ever more intense, little has been written about the rising popularity of board games. And yet board games are one of our fastest growing hobbies, with sales increasing every year. Today's board games are more than just your average rainy-day mainstay. Once associated solely with geek subcultures, complex and strategic board games are increasingly dominating the playful media environment. The popularity of these complex board games mirrors the rise of more complex cult media products. In Game Play: Paratextuality in Contemporary Board Games, Paul Booth examines complex board games based on book, TV, and film franchises, including Doctor Who, The Walking Dead, Lord of the Rings, Star Trek, The Hunger Games and the worlds of H.P. Lovecraft. How does a game represent a cult world? How can narratives cross media platforms? By investigating the relationship between these media products and their board game versions, Booth illustrates the connections between cult media, gameplay, and narrative in a digital media environment.

Book Text Game

    Book Details:
  • Author : Kate Cann
  • Publisher : Stoke Books
  • Release : 2013
  • ISBN : 9781781121719
  • Pages : 72 pages

Download or read book Text Game written by Kate Cann and published by Stoke Books. This book was released on 2013 with total page 72 pages. Available in PDF, EPUB and Kindle. Book excerpt: Mel's has a new boyfriend and he's perfect! She can't believe he's going out with her. But then the weird texts start. They say Ben's seeing someone else. Should Mel ignore them? Or could they be telling the truth?

Book Computer Games

    Book Details:
  • Author : Diane Carr
  • Publisher : Polity
  • Release : 2006-03-31
  • ISBN : 074563401X
  • Pages : 219 pages

Download or read book Computer Games written by Diane Carr and published by Polity. This book was released on 2006-03-31 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.

Book Paratextualizing Games

Download or read book Paratextualizing Games written by Benjamin Beil and published by transcript Verlag. This book was released on 2021-11-30 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?

Book Game Localization

Download or read book Game Localization written by Minako O'Hagan and published by John Benjamins Publishing. This book was released on 2013-08-29 with total page 388 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The book’s readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.

Book The Translation of Realia and Irrealia in Game Localization

Download or read book The Translation of Realia and Irrealia in Game Localization written by Silvia Pettini and published by Routledge. This book was released on 2021-09-19 with total page 170 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the impact of a video game’s degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game’s respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.

Book Videogame  player  text

Download or read book Videogame player text written by Barry Atkins and published by Manchester University Press. This book was released on 2024-07-30 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation.

Book From Text to Epitext

Download or read book From Text to Epitext written by Shelbie Witte and published by Bloomsbury Publishing USA. This book was released on 2021-03-02 with total page 213 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume explains how analyzing textual elements that aren't part of the text but connected to it can be used with K–16 students to improve comprehension, engagement, critical thinking, and media literacy. Beginning with an introduction that briefly explains Genette's theory of paratext and discusses the functions of epitext theory, this book comprises theory-to-practice chapters that showcase ways in which teachers and librarians can use elements independent of a text to discuss texts and media with students. Chapters include a practitioner's section specifying practical approaches and explanations for how to use epitext. Scaffolding an application of theory to practice, this title provides educators with an original approach to increasing literacy engagement and integration as well as for increasing media literacy and critical thinking. It includes practical ideas for using epitext in the classroom to promote critical thinking and for collaboration between teachers and librarians. It also includes editorial sidebars that provide additional "how-to" ideas, support deep thinking, make connections to relevant content in other chapters, and provide examples for students in K–16 classrooms.

Book The Ultimate Guide to Text and Phone Game

Download or read book The Ultimate Guide to Text and Phone Game written by Braddock and published by . This book was released on 2012-05 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ORIGINAL: As seen on Dr. Phil, MAXIM; Men's Health, The New York Times, PLAYBOY, and many more! REVEALED: How Pick Up Artists get more phone numbers and turn phone numbers into dates! Picking up young, beautiful women is changing. Phones, texting, and social media are much bigger parts of women's dating lives than they were five years ago. Attention spans are shorter. If you're not relevant to her - day to day, not just on "date night" - someone else will be. That's why we're giving you the top secret techniques that the world's top pickup artists have been using and refining for the past two years. Now you can use them too. Here's what you'll be able to do after just the first few pages: Get her number almost EVERY TIME using the "magic words" that make flaking nearly impossible. (pg. 14-15) Avoid the one fatal error that 60% of guys make after getting her phone number that kills their chances right then and there. (pg. 12-13) Know whether to use phone or text (pg. 29-31) and how long to wait to get in touch (pg. 31-5) for every situation. Use "callback humor" to make sure your first phone call has her dying to see you again... but only if you set it up properly when you first met her. (pg. 21-24) Text her while you're still talking to her so that your conversation continues 'naturally' even after you leave - and leads to a same night encounter or a date. Choose from among dozens of scripted messages to send. (pg. 15-18)

Book The Message Game  A Guide to Dating at the Touch of a Button

Download or read book The Message Game A Guide to Dating at the Touch of a Button written by Ice White and published by Olcan Press. This book was released on 2020-01-07 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Message Game is about many things. It's not just a dating guide for men to get dates quickly and efficiently through dating apps like Tinder, or social media. It's about becoming a good communicator, knowing how to lead conversations and being able to set up genuinely fun activities that maximize your sexual results and relationships. With hundreds of analyzed screenshots collected from dedicated Message Game followers and Ice White himself, this is a visual guide with real stories of sex and adventures, and real conversations that have provided an understanding of successes and failures. All the learning has been done for you and compiled into a structured guide that can answer all your possible questions. From maximizing how many contacts and phone numbers you get to setting up dates quickly, from getting dates to getting laid, and from logistics to escalation. The book also features special sections that are especially useful, such as: The Situation Index - A table of common situations with references to every single page that has explained or showed the given situation. She isn't responding? She doesn't want anything serious? She says she is busy? She is only visiting your town or city? She thinks you just want sex? Whatever it is, we have the pages. Frequently Asked Questions - A summary of many common questions, such as how long you should wait to reply, how often you should message someone, if you should use Tinder superlikes, if you should swipe a certain way on Tinder, and SO MUCH MORE. Without hesitation, this book is your own personal guide to getting the dates you want as frequently as possible.

Book  Not  In the Game

    Book Details:
  • Author : Regina Seiwald
  • Publisher : Walter de Gruyter GmbH & Co KG
  • Release : 2023-08-21
  • ISBN : 3110732920
  • Pages : 230 pages

Download or read book Not In the Game written by Regina Seiwald and published by Walter de Gruyter GmbH & Co KG. This book was released on 2023-08-21 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.

Book The Composition of Video Games

Download or read book The Composition of Video Games written by Johansen Quijano and published by McFarland. This book was released on 2019-10-11 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play all find a place within, and are constrained by, computer systems whose purpose is to create an immersive player experience. In the relatively short life of video game studies, many authors have approached the question of how games function, some focusing on technical aspects of game design, others on rules of play. Taking a holistic view, this study explores how ludology, narratology, visual rhetoric, musical theory and player psychology work (or don't work) together to create a cohesive experience and to provide a unified framework for understanding video games.

Book The Business and Culture of Digital Games

Download or read book The Business and Culture of Digital Games written by Aphra Kerr and published by SAGE. This book was released on 2006-04-06 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.

Book Emerging Ethical Issues of Life in Virtual Worlds

Download or read book Emerging Ethical Issues of Life in Virtual Worlds written by Charles Wankel and published by IAP. This book was released on 2010-01-01 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Worlds are being increasingly used in business and education. With each day more people are venturing into computer generated online persistent worlds such as Second Life for increasingly diverse reasons such as commerce, education, research, and entertainment. This book explores the emerging ethical issues associated with these novel environments for human interaction and cutting-edge approaches to these new ethical problems. This volume’s goal is to put forward a number of these virtual world ethical issues of which research is only commencing. The developing literature specifically regarding virtual world ethics is a recent phenomenon. Research based on the phenomenon of virtual world life has only been developing in the past four years. This volume introduces pathbreaking work in a field which is only just beginning to take shape. It is ideal as both as a library reference and a supplementary text in upper-division courses focused on the issues of applied ethics and new media. It is unique in being one of the first volumes specifically addressed to ethical problems of the “metaverse”. This volume includes articles from authors from around the world exploring topics such as: employing rationalist and casuistic approaches to the controversial topic of “virtual rape” yield an increased understanding of how virtual worlds ought to be designed, the relationship between the ethical and legal dimensions of virtual world users’ participation in “paratexts”, utilitarian consideration of harm and freedom in the case of virtual pedophilia, norms of research ethics in virtual worlds, the ethical implications of employing virtual worlds as tools for medical education and experimenting with healthcare services, the ethics of the collective action of virtual world communities, consideration of the virtue and potential of cosmopolitanism in virtual worlds, Deleuzian ethical approaches to the experience of the disabled in virtual worlds, the ethics of virtual world design, and the ethical implications of the “illusion of reality” presented by virtual worlds.

Book The Paradox of Transgression in Games

Download or read book The Paradox of Transgression in Games written by Torill Mortensen and published by Routledge. This book was released on 2020-02-24 with total page 213 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.

Book Thomas Middleton and Early Modern Textual Culture

Download or read book Thomas Middleton and Early Modern Textual Culture written by Gary Taylor and published by OUP Oxford. This book was released on 2007-11-22 with total page 1184 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thomas Middleton and Early Modern Textual Culture is not only a companion to The Collected Works of Thomas Middleton, which every scholar of Renaissance literature will find indispensable. It is also essential reading for anyone interested in the history of the book in early modern Europe. The book is divided into two parts. The first part, on 'The Culture', situates Middleton within an historical and theoretical overview of early modern textual production, reproduction, circulation, and reception. An introductory essay by Gary Taylor ('The Order of Persons') surveys lists of persons written by or connected to Middleton, using the complex relationship between textual and social orders to trace the evolution of textual culture in England during the 'Middleton century' (1580-1679). Ten original essays then focus on Middleton's connections to different aspects of textual culture in that century: authorship (by MacD. P. Jackson), manuscripts (Harold Love), legal texts (Edward Geiskes), censorship (Richard Burt), printing (Adrian Weiss), visual texts (John Astington), music (Andrew Sabol), stationers and living authors (Cyndia Clegg), posthumous publishing (Maureen Bell), and early readers (John Jowett). The second part, 'The Texts', supplies the documentation for claims made in the first part. This includes detailed evidence for the canon and chronology of Middleton's works in all genres, greatly extending previous scholarship, and using the latest corpus-based attribution techniques. A full editorial apparatus is supplied for each item in The Collected Works: an Introduction, which summarizes and extends previous scholarship, is followed by textual notes, recording substantive departures from the control-text, variants between early texts, press-variants, discussions of emendations, and (for plays) an exact transcription of all original stage directions. Cross-references make it easy to move between the two volumes. This authoritative account of the early texts includes some extraordinarily complicated cases, which have never before been systematically collated: 'Hence, all you vain delights' (the most popular song lyric from the Renaissance stage), The Two Gates of Salvation, The Peacemaker, and A Game at Chess (the most complex editorial problem in early modern drama, with eight extant texts and numerous reports of the early performances).