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Book Independent Videogames

    Book Details:
  • Author : Paolo Ruffino
  • Publisher : Routledge
  • Release : 2020-10-07
  • ISBN : 1000201155
  • Pages : 270 pages

Download or read book Independent Videogames written by Paolo Ruffino and published by Routledge. This book was released on 2020-10-07 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Indie Games

    Book Details:
  • Author : Mike Diver
  • Publisher : Michael O'Mara Books
  • Release : 2016-03-24
  • ISBN : 1910552356
  • Pages : pages

Download or read book Indie Games written by Mike Diver and published by Michael O'Mara Books. This book was released on 2016-03-24 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Everything you need to know about the exciting new trend of indie gaming. Independently made video games have become some of the most original, ingenious and successful games available on the market today. Matched against giant tech companies and their mammoth-budget franchises, indies, have demonstrated the extraordinary impact that individuals and small teams can have on the direction of the gaming world. Mike Diver takes us behind the scenes to explore this incredible movement, where freedom from major studios has allowed for near-infinite possibilities, revolutionizing gaming mechanics and remoulding genres. Including interviews with legendary developers such as Tim Schafer and David Braben as well as the brains behind newer studios such as The Chinese Room, Hello Games and Simogo, Indie Games introduces us to the personalities, the passion and the practicalities that have transformed an industry.

Book Science Fiction Video Games

Download or read book Science Fiction Video Games written by Neal Roger Tringham and published by CRC Press. This book was released on 2014-09-10 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a

Book Thinking about Video Games

    Book Details:
  • Author : David S. Heineman
  • Publisher : Indiana University Press
  • Release : 2015-08-03
  • ISBN : 0253017181
  • Pages : 268 pages

Download or read book Thinking about Video Games written by David S. Heineman and published by Indiana University Press. This book was released on 2015-08-03 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences. These experts and others offer fascinating perspectives on video games, game studies, gaming culture, and the game industry more broadly.

Book The Publishing Challenge for Independent Video Game Developers

Download or read book The Publishing Challenge for Independent Video Game Developers written by Odile Limpach and published by CRC Press. This book was released on 2020-02-04 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: Professor Odile Limpach gives independent developers everything they need to succeed in the world of video game publishing. The Publishing Challenge for Independent Video Game Developers: A Practical Guide defines what game publishing means for the indie developer and offers a concise framework to tackle the decision of whether to self-publish or not. Furthermore, the text establishes a catalogue of current known publishers with some salient characteristics and offers a list of useful publishing tools. Along with showcasing testimonials from several young and seasoned developers on their experiences with publishing and partners and recommendations from renown experts of the industry, this book offers tools, platforms, and guides to game publishing. Key features: Provides a broad overview of the game publishing market Explores criteria for choosing between a publishing partner or self-publishing Offers case studies and testimonials from indie game developers and publishers about the process. Professor Odile Limpach teaches economics and entrepreneurship at the Cologne Game Lab, TH Köln (Technical University of Cologne). She is also co-founder of the Acceleration Program SpielFabrique 360° and works as a Strategic Consultant for games and serious game projects. Between 2007 and 2014, she was the managing director of the German entertainment software studio Ubisoft Blue Byte. Before, she was the managing director of Ubisoft GmbH. She graduated from business school Institut Commercial de Nancy in France and completed her MBA in the United States. Odile Limpach is also involved as a volunteer in the areas of vocational training and acts as a German partner for Games for Change Europe. Furthermore, she acts as an advisor (Conseiller du Commerce Extérieur) for the French Ministry for International Business Development.

Book Videogames and the Gothic

Download or read book Videogames and the Gothic written by Ewan Kirkland and published by Routledge. This book was released on 2021-10-01 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic influences of horror on digital gaming, Ewan Kirkland focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny. He explores the extent to which imagery, storylines and narrative preoccupations taken from Gothic fiction facilitate the affordances and limitations of the videogame medium. A core contention of this book is that videogames have developed as an inherently Gothic form of popular entertainment. Arguing for close proximity between Gothic culture and the videogame medium itself, this book will be a key contribution to both Gothic and digital game scholarship; as such, it will have resonance with scholars and students in both areas, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction.

Book Indie Games in the Digital Age

Download or read book Indie Games in the Digital Age written by M.J. Clarke and published by Bloomsbury Publishing USA. This book was released on 2020-04-16 with total page 223 pages. Available in PDF, EPUB and Kindle. Book excerpt: A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.

Book Indie Games

    Book Details:
  • Author : Bounthavy Suvilay
  • Publisher : Ablaze Publishing
  • Release : 2022-08-03
  • ISBN :
  • Pages : 250 pages

Download or read book Indie Games written by Bounthavy Suvilay and published by Ablaze Publishing. This book was released on 2022-08-03 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 2nd volume in the hit art book series, covering the history, artwork, and sound design of independent video games! Indie Games 2 explores the major developments in independent games since 2018. Superbly illustrated and documented, for enthusiasts and curious amateurs alike, this book gives voice to those who drive this cultural industry. Featuring exclusive interviews, and more than 300 illustrations, concept arts and unpublished sketches, through which the reader will get a glimpse behind the scenes and get answers from the key people behind the blockbuster independent video games. Discover more than 300 independent video games within, including: A Plague Tale: Innocence, A short Hike, Children of Morta, Carto, Creaks, Eastward, Factorio, Frostpunk, Genesis Noir, Haven, LUNA–The Shadow Dust, Old Man’s Journey, Return of the Obra Dinn, Sayonara Wild Hearts, Season, Slay the Spire, Spelunky 2, Untitled Goose Game, When the Past Was Around, and more…

Book Game Art

    Book Details:
  • Author : Matt Sainsbury
  • Publisher : No Starch Press
  • Release : 2015-09-01
  • ISBN : 1593276656
  • Pages : 278 pages

Download or read book Game Art written by Matt Sainsbury and published by No Starch Press. This book was released on 2015-09-01 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Art is a collection of breathtaking concept art and behind-the-scenes interviews from videogame developers, including major players like Square Enix, Bioware, and Ubisoft as well as independent but influential studios like Tale of Tales and Compulsion Games. Immerse yourself in fantastic artwork and explore the creative thinking behind over 40 console, mobile, and PC games. A lone independent developer on a tiny budget can create an experience as powerful and compelling as a triple-A blockbuster built by a team of 1,000. But like all works of art, every game begins with a spark of inspiration and a passion to create. Let Game Art take you on a visual journey through these beautiful worlds, as told by the minds that brought them to life.

Book 250 Indie Games You Must Play

Download or read book 250 Indie Games You Must Play written by Mike Rose and published by CRC Press. This book was released on 2011-06-15 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: With a surge in popularity recently and an increase in great downloadable games, there has never been a better time to learn about independent "indie" games. 250 Indie Games You Must Play is a guide to the exciting and expanding world of indie gaming. Whether you are a veteran of the indie game scene or have never played an indie game before, this book helps you experience the best in indie gaming and further your understanding of why indie games are so important in the entertainment industry. The wide range of games highlighted in the text encompasses concepts and ideas that will change your perspective of what video games can be. The book covers puzzlers, platformers, beat ‘em ups, shoot ‘em ups, role-playing, and strategy. Apart from being fun, indie games can be experimental, emotional, nostalgic, and occasionally just plain bizarre. Some make you sit back in awe, while others have you thinking, "Why have I never played a game like this before?" Better still, the majority of these games are completely free to play and even the commercial releases are incredibly cheap. Once you start playing indie games, you may not be able to look at your big-budget blockbusters the same way ever again.

Book How to Play Video Games

Download or read book How to Play Video Games written by Nina Huntemann and published by NYU Press. This book was released on 2019-03-26 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Book Indie Games

    Book Details:
  • Author : Mike Diver
  • Publisher : LOM ART
  • Release : 2016-03-24
  • ISBN : 9781910552360
  • Pages : 0 pages

Download or read book Indie Games written by Mike Diver and published by LOM ART. This book was released on 2016-03-24 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: COMPUTER GAMES / ONLINE GAMES: STRATEGY GUIDES. Everything you need to know about the exciting new trend of indie gaming. Independently made video games have become some of the most original, ingenious and successful games available on the market today. Matched against giant tech companies and their mammoth-budget franchises, indies, have demonstrated the extraordinary impact that individuals and small teams can have on the direction of the gaming world. Mike Diver takes us behind the scenes to explore this incredible movement, where freedom from major studios has allowed for near-infinite possibilities, revolutionizing gaming mechanics and remoulding genres. Including interviews with legendary developers such as Tim Schafer and David Braben as well as the brains behind newer studios such as The Chinese Room, Hello Games and Simogo, Indie Games introduces us to the personalities, the passion and the practicalities that have transformed an industry.

Book Perspectives on Design and Digital Communication II

Download or read book Perspectives on Design and Digital Communication II written by Nuno Martins and published by Springer Nature. This book was released on 2021-05-29 with total page 447 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book gathers new empirical findings fostering advances in the areas of digital and communication design, web, multimedia and motion design, graphic design, branding, and related ones. It includes original contributions by authoritative authors based on the best papers presented at the 4th International Conference on Digital Design and Communication, Digicom 2020, together with some invited chapters written by leading international researchers. They report on innovative design strategies supporting communication in a global, digital world, and addressing, at the same time, key individual and societal needs. This book is intended to offer a timely snapshot of technologies, trends and challenges in the area of design, communication and branding, and a bridge connecting researchers and professionals of different disciplines, such as graphic design, digital communication, corporate, UI Design and UX design. Chapter “Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Book Methods for Studying Video Games and Religion

Download or read book Methods for Studying Video Games and Religion written by Vít Šisler and published by Routledge. This book was released on 2017-11-28 with total page 319 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

Book Ludics

    Book Details:
  • Author : Vassiliki Rapti
  • Publisher : Springer Nature
  • Release : 2021-01-11
  • ISBN : 9811574359
  • Pages : 479 pages

Download or read book Ludics written by Vassiliki Rapti and published by Springer Nature. This book was released on 2021-01-11 with total page 479 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book establishes play as a mode of humanistic inquiry with a profound effect on art, culture and society. Play is treated as a dynamic and relational modality where relationships of all kinds are forged and inquisitive interdisciplinary engagement is embraced. Play cultivates reflection, connection, and creativity, offering new epistemological directions for the humanities. With examples from a range of disciplines including poetry, history, science, religion and media, this book treats play as an object of inquiry, but also as a mode of inquiry. The chapters, each focusing on a specific cultural phenomenon, do not simply put culture on display, they put culture in play, providing a playful lens through which to see the world. The reader is encouraged to read the chapters in this book out of order, allowing constructive collision between ideas, moments in history, and theoretical perspectives. The act of reading this book, like the project of the humanities itself, should be emergent, generative, and playful.

Book Representing Conflicts in Games

Download or read book Representing Conflicts in Games written by Björn Sjöblom and published by Taylor & Francis. This book was released on 2022-12-30 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers an overview of how conflicts are represented and enacted in games, in a variety of genres and game systems. Games are a cultural form apt at representing real world conflicts, and this edited volume highlights the intrinsic connection between games and conflict through a set of theoretical and empirical studies. It interrogates the nature and use of conflicts as a fundamental aspect of game design, and how a wide variety of conflicts can be represented in digital and analogue games. The book asks what we can learn from conflicts in games, how our understanding of conflicts change when we turn them into playful objects, and what types of conflicts are still not represented in games. It queries the way games make us think about armed conflict, and how games can help us understand such conflicts in new ways. Offering a deeper understanding of how games can serve political, pedagogical, or persuasive purposes, this volume will interest scholars and students working in fields such as game studies, media studies, and war studies.

Book The Video Games Textbook

Download or read book The Video Games Textbook written by Brian J. Wardyga and published by CRC Press. This book was released on 2018-08-06 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles.