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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 407 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 Paratextualizing Games

    Book Details:
  • Author : Benjamin Beil
  • Publisher : Transcript Publishing
  • Release : 2021-04
  • ISBN : 9783837654219
  • Pages : 300 pages

Download or read book Paratextualizing Games written by Benjamin Beil and published by Transcript Publishing. This book was released on 2021-04 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: This anthology examines paratexts that gaming cultures have produced 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?

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 Game Play

    Book Details:
  • Author : Paul Booth
  • Publisher : Bloomsbury Publishing USA
  • Release : 2015-04-23
  • ISBN : 1628927445
  • 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: "Analyzes paratextual board games--particularly games based on film, television, and books--as unique media texts"--

Book Games as Texts

    Book Details:
  • Author : Alayna Cole
  • Publisher : CRC Press
  • Release : 2020-12-16
  • ISBN : 1000329712
  • Pages : 139 pages

Download or read book Games as Texts written by Alayna Cole and published by CRC Press. This book was released on 2020-12-16 with total page 139 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 Who s in the Game

Download or read book Who s in the Game written by Terri Toles Patkin and published by McFarland. This book was released on 2020-11-20 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: Some board games--like Candy Land, Chutes & Ladders, Clue, Guess Who, The Game of Life, Monopoly, Operation and Payday--have popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change.Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values.

Book Beyond Games and Scripts

Download or read book Beyond Games and Scripts written by Berne and published by . This book was released on 1983 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Second Person

    Book Details:
  • Author : Pat Harrigan
  • Publisher : National Geographic Books
  • Release : 2010-01-22
  • ISBN : 0262514184
  • Pages : 0 pages

Download or read book Second Person written by Pat Harrigan and published by National Geographic Books. This book was released on 2010-01-22 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.

Book Finite and Infinite Games

Download or read book Finite and Infinite Games written by James P. Carse and published by . This book was released on 1987 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: An extraordinary book that will dramatically change the way you experience life. Finite games are the familiar contests of everyday life, the games we play in business and politics, in the bedroom and on the battlefied -- games with winners and losers, a beginning and an end. Infinite games are more mysterious -- and ultimately more rewarding. They are unscripted and unpredictable; they are the source of true freedom. In this elegant and compelling work, James Carse explores what these games mean, and what they can mean to you. He offers stunning new insights into the nature of property and power, of culture and community, of sexuality and self-discovery, opening the door to a world of infinite delight and possibility. "An extraordinary little book . . . a wise and intimate companion, an elegant reminder of the real." -- Brain/Mind Bulletin

Book For the Love of Board Games

Download or read book For the Love of Board Games written by Erin Dean and published by For the Love of Board Games. This book was released on 2019-03-03 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A book that explores how modern, popular games were created by interviewing the board designers behind the games.

Book Games

    Book Details:
  • Author : Jessie Hubbell Bancroft
  • Publisher :
  • Release : 1950
  • ISBN :
  • Pages : 685 pages

Download or read book Games written by Jessie Hubbell Bancroft and published by . This book was released on 1950 with total page 685 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Playful Citizen

Download or read book The Playful Citizen written by René Glas and published by . This book was released on 2019 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies.

Book Authors Card Game

    Book Details:
  • Author :
  • Publisher : U S Games Systems
  • Release : 1998-07-01
  • ISBN : 9780880799485
  • Pages : pages

Download or read book Authors Card Game written by and published by U S Games Systems. This book was released on 1998-07-01 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Mind Games

    Book Details:
  • Author : Paul Elliott
  • Publisher : Dramatic Pub.
  • Release : 2010
  • ISBN : 9781583426951
  • Pages : 68 pages

Download or read book Mind Games written by Paul Elliott and published by Dramatic Pub.. This book was released on 2010 with total page 68 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Visual Games

Download or read book Visual Games written by Franco Agostini and published by . This book was released on 1988 with total page 178 pages. Available in PDF, EPUB and Kindle. Book excerpt:

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 Ordinary People and the Media

Download or read book Ordinary People and the Media written by Graeme Turner and published by SAGE Publications. This book was released on 2010 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 'demotic turn' is a term coined by Graeme Turner to describe the increasing visibility of the 'ordinary person' in the media today. In this dynamic and insightful book he explores the 'whys' and 'hows' of the 'everyday' individual's willingness to turn themselves into media content through: · Celebrity culture, · Reality TV, · DIY websites, · Talk radio, · User-generated materials online. Initially proposed in order to analyse the pervasiveness of celebrity culture, this book further develops the idea of the demotic turn as a means of examining the common elements in a range of 'hot spots' in debates within media and cultural studies today. Refuting the proposition that the demotic turn necessarily carries with it a democratising politics, this book examines the political and cultural function of the demotic turn in media production and consumption across the fields of reality TV, print and electronic news and current affairs journalism, citizen and online journalism, talk radio, and user-generated content online. It examines these fields in order to outline a structural shift in what the western media has been doing lately, and to suggest that these media activities represent something much more fundamental than contemporary media fashion.