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Book Michael Fuchs  Jeff Thoss  Hg    Intermedia Games   Games Inter Media

Download or read book Michael Fuchs Jeff Thoss Hg Intermedia Games Games Inter Media written by Markus Spöhrer and published by . This book was released on 2020 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Intermedia Games   Games Inter Media

Download or read book Intermedia Games Games Inter Media written by Michael Fuchs and published by Bloomsbury Publishing USA. This book was released on 2019-02-21 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

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   World   Architectonics

Download or read book Game World Architectonics written by Marc Bonner and published by . This book was released on 2021 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Sonic Politics

Download or read book Sonic Politics written by Olaf Kaltmeier and published by Routledge. This book was released on 2019-05-24 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume analyses the narration of the social through music and the seismographic function of music to detect social problems and envision alternatives. Beyond state-driven attempts to link musical production to the official narrative of the nation, mass musical movements emerged during the 20th century that provided countercultural and alternative narratives of the prevailing social context. The Americas contain numerous examples of the strong connection between music and politics; Woody Guthrie’s "This Land is Your Land" envisioned a socialist transformation of the U.S., the Chilean Nueva Canción created a narrative and affective frame for the recognition of popular culture as a central element of the cultural politics of the Chilean way to socialism, and Reggae emerged as a response to British colonialism, drawing inspiration and guidance from the pan-Africanist visions of Marcus Garvey. Providing a significant contribution to the study of music and politics/social movements from an inter-American perspective, this book will appeal to students and scholars of U.S. and Latin American Cultural Studies, Transnational Studies, History and Political Studies, Area Studies, and Music Studies.

Book How to Talk about Videogames

Download or read book How to Talk about Videogames written by Ian Bogost and published by U of Minnesota Press. This book was released on 2015-11-15 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date. Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t. Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”

Book An Architectural Approach to Level Design

Download or read book An Architectural Approach to Level Design written by Christopher W. Totten and published by CRC Press. This book was released on 2018-09-03 with total page 474 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.

Book Global Punk

    Book Details:
  • Author : Kevin Dunn
  • Publisher : Bloomsbury Publishing USA
  • Release : 2016-05-05
  • ISBN : 162892604X
  • Pages : 273 pages

Download or read book Global Punk written by Kevin Dunn and published by Bloomsbury Publishing USA. This book was released on 2016-05-05 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Global Punk examines the global phenomenon of DIY (do-it-yourself) punk, arguing that it provides a powerful tool for political resistance and personal self-empowerment. Drawing examples from across the evolution of punk – from the streets of 1976 London to the alleys of contemporary Jakarta – Global Punk is both historically rich and global in scope. Looking beyond the music to explore DIY punk as a lived experience, Global Punk examines the ways in which punk contributes to the process of disalienation and political engagement. The book critically examines the impact that DIY punk has had on both individuals and communities, and offers chapter-length investigations of two important aspects of DIY punk culture: independent record labels and self-published zines. Grounded in scholarly theories, but written in a highly accessible style, Global Punk shows why DIY punk remains a vital cultural form for hundreds of thousands of people across the globe today.

Book Digital Games as History

Download or read book Digital Games as History written by Adam Chapman and published by Routledge. This book was released on 2016-05-05 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

Book History in Games

    Book Details:
  • Author : Martin Lorber
  • Publisher : transcript Verlag
  • Release : 2020-10-31
  • ISBN : 3839454204
  • Pages : 285 pages

Download or read book History in Games written by Martin Lorber and published by transcript Verlag. This book was released on 2020-10-31 with total page 285 pages. Available in PDF, EPUB and Kindle. Book excerpt: Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient Alexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies.

Book In Game

    Book Details:
  • Author : Gordon Calleja
  • Publisher : MIT Press
  • Release : 2011-05-13
  • ISBN : 0262294540
  • Pages : 235 pages

Download or read book In Game written by Gordon Calleja and published by MIT Press. This book was released on 2011-05-13 with total page 235 pages. Available in PDF, EPUB and Kindle. Book excerpt: An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion—a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases—the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay—as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation—a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.

Book Toward a Ludic Architecture

Download or read book Toward a Ludic Architecture written by Steffen P. Walz and published by Lulu.com. This book was released on 2010 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: “Toward a Ludic Architecture†is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap in literature, Steffen P. Walz considers game design theory and practice alongside architectural theory and practice, asking: how are play and games architected? What kind of architecture do they produce and in what way does architecture program play and games? What kind of architecture could be produced by playing and gameplaying?

Book The Philosophy of Computer Games

Download or read book The Philosophy of Computer Games written by John Richard Sageng and published by Springer Science & Business Media. This book was released on 2012-07-10 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture.

Book Critical Gaming  Interactive History and Virtual Heritage

Download or read book Critical Gaming Interactive History and Virtual Heritage written by Erik Champion and published by Routledge. This book was released on 2016-03-09 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Book Phantasmal Spaces

    Book Details:
  • Author : Mathias Fuchs
  • Publisher : Bloomsbury Publishing USA
  • Release : 2019-06-13
  • ISBN : 1501332937
  • Pages : 177 pages

Download or read book Phantasmal Spaces written by Mathias Fuchs and published by Bloomsbury Publishing USA. This book was released on 2019-06-13 with total page 177 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference. In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.

Book Citizen Cash

Download or read book Citizen Cash written by Michael Stewart Foley and published by Basic Books. This book was released on 2021-12-07 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: A leading historian argues that Johnny Cash was the most important political artist of his time Johnny Cash was an American icon, known for his level, bass-baritone voice and somber demeanor, and for huge hits like “Ring of Fire” and “I Walk the Line.” But he was also the most prominent political artist in the United States, even if he wasn’t recognized for it in his own lifetime, or since his death in 2003. Then and now, people have misread Cash’s politics, usually accepting the idea of him as a “walking contradiction.” Cash didn’t fit into easy political categories—liberal or conservative, Republican or Democrat, hawk or dove. Like most people, Cash’s politics were remarkably consistent in that they were based not on ideology or scripts but on empathy—emotion, instinct, and identification. Drawing on untapped archives and new research on social movements and grassroots activism, Citizen Cash offers a major reassessment of a legendary figure.

Book Footsteps in the Dark

Download or read book Footsteps in the Dark written by George Lipsitz and published by U of Minnesota Press. This book was released on 2007 with total page 390 pages. Available in PDF, EPUB and Kindle. Book excerpt: Most pop songs are short-lived. They appear suddenly and, if they catch on, seem to be everywhere at once before disappearing again into obscurity. Yet some songs resonate more deeply—often in ways that reflect broader historical and cultural changes. In Footsteps in the Dark, George Lipsitz illuminates these secret meanings, offering imaginative interpretations of a wide range of popular music genres from jazz to salsa to rock. Sweeping changes that only remotely register in official narratives, Lipsitz argues, can appear in vivid relief within popular music, especially when these changes occur outside mainstream white culture. Using a wealth of revealing examples, he discusses such topics as the emergence of an African American techno music subculture in Detroit as a contradictory case of digital capitalism and the prominence of banda, merengue, and salsa music in the 1990s as an expression of changing Mexican, Dominican, and Puerto Rican nationalisms. Approaching race and popular music from another direction, he analyzes the Ken Burns PBS series Jazz as a largely uncritical celebration of American nationalism that obscures the civil rights era’s challenge to racial inequality, and he takes on the infamous campaigns to censor hip-hop and the radical black voice in the early 1990s. Teeming with astute observations and brilliant insights about race and racism, deindustrialization, and urban renewal and their connections to music, Footsteps in the Dark puts forth an alternate history of post–cold war America and shows why in an era given to easy answers and clichd versions of history, pop songs matter more than ever. George Lipsitz is professor of black studies and sociology at the University of California, Santa Barbara. Among his many books are Life in the Struggle, Dangerous Crossroads, and American Studies in a Moment of Danger (Minnesota, 2001).