Download or read book Visual Storytelling in the 21st Century written by David Callahan and published by Springer Nature. This book was released on with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The World of Final Fantasy VII written by Jason C. Cash and published by McFarland. This book was released on 2023-02-02 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: Final Fantasy VII altered the course of video game history when it was released in 1997 on Sony's PlayStation system. It converted the Japanese role-playing game into an international gaming standard with enhanced gameplay, spectacular cutscenes and a vast narrative involving an iconic cast. In the decades after its release, the Final Fantasy VII franchise has grown to encompass a number of video game sequels, prequels, a feature-length film, a novel and a multi-volume remake series. This volume, the first edited collection of essays devoted only to the world of Final Fantasy VII, blends scholarly rigor with fan passion in order to identify the elements that keep Final Fantasy VII current and exciting for players. Some essays specifically address the game's perennially relevant themes and scenarios, ranging from environmental consciousness to economic inequity and posthumanism. Others examine the mechanisms used to immerse the player or to improve the narrative. Finally, there are several essays devoted specifically to the game's legacy, from its influence on later games to its characters' many crossovers and cameos.
Download or read book Japanese Role Playing Games written by Rachael Hutchinson and published by Rowman & Littlefield. This book was released on 2022-04-11 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.
Download or read book Fifty Key Video Games written by Bernard Perron and published by Taylor & Francis. This book was released on 2022-07-26 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video 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?
Download or read book Introduction to Game Analysis written by Clara Fernández-Vara and published by Taylor & Francis. This book was released on 2024-06-03 with total page 351 pages. Available in PDF, EPUB and Kindle. Book excerpt: This accessible, third edition textbook gives students the tools they need to analyze games, using strategies borrowed from textual analysis. As game studies has become an established academic field, writing about games needs the language and methods that allow authors to reflect the complexity of a game and how it is played in a cultural context. This volume provides readers with an overview of the basic building blocks of game analysis—examination of context, content and distinctive features, and formal qualities—as well as the vocabulary necessary to talk about the distinguishing characteristics of a game. Examples are drawn from a range of games, non-digital and digital, and across history—from Pong to Fortnite—and the book includes a variety of examples and sample analysis, as well as a wealth of additional sources to continue exploring the field of game studies. This third edition revision brings the book firmly up to date, pulling in new examples and sources, and incorporating current key topics in this dynamic field, such as artificial intelligence and game streaming. Introduction to Game Analysis remains an essential practical tool for students who want to become fluent writers and informed critics of games, as well as digital media in general.
Download or read book Modes of Esports Engagement in Overwatch written by Maria Ruotsalainen and published by Springer Nature. This book was released on 2022 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Open Access book provides a comprehensive review of the rapidly developing esport phenomenon by examining one of its contemporary flagship titles, Overwatch (Blizzard Entertainment 2016), through three central themes and from a rich variety of research methods and perspectives. As a game with more than 40 million individual players, an annual international World Cup, and a franchised professional league with teams from Canada, China, Europe, South Korea, and the US, Overwatch provides a multifaceted perspective to the cultural, social, and economic topics associated with the development of esports, which has begun to attract attention from both commercial and academic audiences. The book starts with an introduction chapter to Overwatch and esports engagement in general, co-authored by the editors. This is followed by 15 unique chapters from scholars within the field of game cultures and esports, representing ten different nationalities. The contributions construct thematic sections that divide the book into three parts: Players, Diverse Audiences? and Fan & Fiction Work. As such, the parts provide a wide-ranging overview of esport engagement, thus disclosing the phenomenon's cross-cultural, transmedial, and interconnected relations that have not been probed earlier in a single anthology.
Download or read book Dual Wield written by Jon Stone and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-02-21 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, poetry and video games have begun talking to – and taking from – one another in earnest. Poets, ever in pursuit of meaning, now draw inspiration from digital-interactive fantasy worlds, while video game developers aim to enrich their creations by imbuing them with poetic depth. This book investigates the phenomena of poem-game hybrids and other forms of poetic-ludic interplay, making use of both a multidisciplinary critical approach and the author’s own experiments in building and testing hybrid artefacts. What emerges is the suggestion of a future where reading and playing are no longer seen as separate endeavours, where the quests for sensory pleasure and philosophic insight are one and the same.
Download or read book Virtual Reality Technology written by Grigore C. Burdea and published by John Wiley & Sons. This book was released on 2024-08-21 with total page 741 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D. The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going. Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact. The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before. Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user. Virtual Reality Technology provides Instructors with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language. Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry. For universities Unity 3D is cost-effective as its student license is freely available. With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as: Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedback Computing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge rendering Object modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniques Programming toolkits for virtual reality and the game production pipeline Human factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VR Application examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality. Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, healthcare, and defense.
Download or read book Games and Narrative Theory and Practice written by Barbaros Bostan and published by Springer Nature. This book was released on 2021-12-07 with total page 347 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals.
Download or read book Free to Play written by Christopher A. Paul and published by MIT Press. This book was released on 2020-10-13 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of free-to-play and mobile games that traces what is valued and what is marginalized in discussions of games. Free-to-play and mobile video games are an important and growing part of the video game industry, and yet they are often disparaged by journalists, designers, and players and pronounced inferior to to games with more traditional payment models. In this book, Christopher Paul shows that underlying the criticism is a bias against these games that stems more from who is making and playing them than how they are monetized. Free-to-play and mobile games appeal to a different kind of player, many of whom are women and many of whom prefer different genres of games than multi-level action-oriented killing fests. It's not a coincidence that some of the few free-to-play games that have been praised by games journalists are League of Legends and World of Tanks.
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.
Download or read book The World of Fallout written by Kenton Taylor Howard and published by Taylor & Francis. This book was released on 2023-07-20 with total page 133 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examining the four main single player games in the franchise and its related spinoff games, this book explores the world of the popular role-playing video game, Fallout. Kenton Taylor Howard examines the maps of the games, the design of their worlds, and how the franchise has been expanded through fan-created video game modifications and tabletop games. This book highlights the importance of worldbuilding in the Fallout franchise, examining the extensive alternate history the game creates – diverging from real-world history in the early 1900s and resulting in a world that is destroyed by nuclear apocalypse in 2077 – and exploring how the series builds this detailed world over the course of many games. The book also examines how the franchise has served as an extended commentary on American militarism and expansionism. The series is closely examined through the lens of critical media studies, as well as relying on theoretical frameworks relating to video game design and world design. This book will be of interest to students, scholars, and enthusiasts of video game studies, video game design, media fandom and fan studies, transmedia studies, and imaginary worlds.
Download or read book Catalog of Copyright Entries written by Library of Congress. Copyright Office and published by . This book was released on 1958 with total page 1058 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Digital Entertainment written by Subhankar Das and published by Springer Nature. This book was released on 2021-02-06 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a clear constructive representation for policy framework, effect, and integrities of various platforms that are vocal about digital entertainment. It provides a holistic representation of all the platforms, whether they are application based or AI based or web portal based. Digital Entertainment incorporates Internet-based gaming, remote gaming, online applications for TV, music, and films fans, and types of consumer-to-consumer (C2C) stimulation that includes human–PC or human–human or human–mobile collaboration through the Internet (or remote).
Download or read book Digital Zombies Undead Stories written by Lawrence May and published by Bloomsbury Publishing USA. This book was released on 2021-01-14 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: Through analysis of three case study videogames Left 4 Dead 2, DayZ and Minecraft and their online player communities, Digital Zombies, Undead Stories develops a framework for understanding how collective gameplay generates experiences of narrative, as well as the narrative dimensions of players' creative activity on social media platforms. Narrative emergence is addressed as a powerful form of player experience in multiplayer games, one which makes individual games' boundaries and meanings fluid and negotiable by players. The phenomenon is also shown to be recursive in nature, shaping individual and collective understandings of videogame texts over time. Digital Zombies, Undead Stories focuses on games featuring zombies as central antagonists. The recurrent figure of the videogame zombie, which mediates between chaos and rule-driven predictability, serves as both metaphor and mascot for narrative emergence. This book argues that in the zombie genre, emergent experiences are at the heart of narrative experiences for players, and more broadly demonstrates the potential for the phenomenon to be understood as a fundamental part of everyday play experiences across genres.
Download or read book The National Union Catalog Pre 1956 Imprints written by and published by . This book was released on 1972 with total page 714 pages. Available in PDF, EPUB and Kindle. Book excerpt: