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?
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.
Download or read book Mental Health Atmospheres Video Games written by Jimena Aguilar Rodríguez and published by transcript Verlag. This book was released on 2022-10-31 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.
Download or read book The Magic of Games written by UWK and published by Edition Donau-Universität Krems. This book was released on 2022-10-25 with total page 425 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 15th Vienna Gamens Conference "The Future and Reality of Gaming" (FROG) 2021 has explored how magic and games seem almost inextricably intertwined. This volume collects 17 contributions that have emerged from the conference, and which together form a multi-faceted examination of the "Magic of Games".
Download or read book Central and Eastern European Histories and Heritages in Video Games written by Michał Mochocki and published by Taylor & Francis. This book was released on 2024-10-17 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the representations of Central and Eastern European histories in digital games. Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, the volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games – from postcolonialism to identity politics to heritage studies. The book includes chapters on Serbia, Poland, Ukraine, Russia, Belarus, Hungary, Estonia, Slovakia, Czechia, Finland, and (a Western guest with regional connections) Luxembourg. Through the lens of video games, the authors address how nations struggle with the legacies of war, colonialism, and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies.
Download or read book Women in Classical Video Games written by Jane Draycott and published by Bloomsbury Publishing. This book was released on 2022-08-11 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the prevalence of video games set in or inspired by classical antiquity, the medium has to date remained markedly understudied in the disciplines of classics and ancient history, with the role of women in these video games especially neglected. Women in Classical Video Games seeks to address this imbalance as the first book-length work of scholarship to examine the depiction of women in video games set in classical antiquity. The volume surveys the history of women in these games and the range of figures presented from the 1980s to the present, alongside discussion of issues such as historical accuracy, authenticity, gender, sexuality, monstrosity, hegemony, race and ethnicity, and the use of tropes. A wide range of games of different types and modes are discussed, including platformers, strategy games , roguelikes, MOBA, action RPGs, and story-driven romance mobile games. The detailed case studies presented here form a compelling case for the indispensability of the medium to both reception studies and gender studies, and offer nuanced answers to such questions as how and why women are portrayed in the ways that they are.
Download or read book End Game written by Lorenzo DiTommaso and published by Walter de Gruyter GmbH & Co KG. This book was released on 2024-09-02 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.
Download or read book The Routledge Companion to Video Game Studies written by Mark J.P. Wolf and published by Taylor & Francis. This book was released on 2023-06-19 with total page 832 pages. Available in PDF, EPUB and Kindle. Book excerpt: A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
Download or read book Playful Materialities written by Benjamin Beil and published by transcript Verlag. This book was released on 2022-09-30 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.
Download or read book Videogames and Agency written by Bettina Bódi and published by Taylor & Francis. This book was released on 2022-12-30 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.
Download or read book Narratives Crossing Boundaries written by Joachim Friedmann and published by transcript Verlag. This book was released on 2023-09-30 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: As the dominant narrative forms in the age of media convergence, films and games call for a transmedial perspective in narratology. Games allow a participatory reception of the story, bringing the transgression of the ontological boundary between the narrated world and the world of the recipient into focus. These diverse transgressions - medial and ontological - are the subject of this transdisciplinary compendium, which covers the subject in an interdisciplinary way from various perspectives: game studies and media studies, but also sociology and psychology, to take into account the great influence of storytelling on social discourses and human behavior.
Download or read book Twitch written by Mark R. Johnson and published by John Wiley & Sons. This book was released on 2024-06-19 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: Twitch is the leading live streaming platform in most of the world and an integral part of contemporary digital gaming culture. Millions of people broadcast their game play (as well as other activities) to over a hundred million people who regularly visit the site. In this accessible book, Mark R. Johnson offers both a synthesis of existing Twitch research and a new way to understand Twitch as a public forum for gaming. Drawing on ideas of the ancient Greek agora or public forum, Johnson demonstrates how Twitch has become the key location for game players looking to understand what is contemporary, relevant, and important in modern gaming culture. He argues that Twitch has constructed a particular kind of public forum for gaming, an understanding which emerges from analysing the platform through its technological infrastructure, its streamers and viewers, its broadcast content, and its tightly knit communities. While this forum helps shape gaming culture, it also exhibits many of gaming's existing problems with harassment and cultural exclusivity. Despite being the essential public space for contemporary gaming, Johnson shows that Twitch is far more complex than it first appears, and is currently expanding in ways that challenge this – until now – core focus. This book is essential reading for students and scholars of game studies, media studies, and anyone with an interest in the rapidly changing nature of online communication.
Download or read book Interdisciplinary Analyses of Professional Basketball written by Till Neuhaus and published by Springer Nature. This book was released on 2024-01-03 with total page 355 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited collection conceptualizes professional basketball not just as a sport but as an historically, culturally, and economically embedded entity. The chapters analyse the fact that the sport of basketball contains alternative logics that can easily clash, and by treating professional basketball as the negotiation place of these multiple demands, ideas, and logics, the editors have identified three areas in which these clashes manifest: the realization of the game; the cultural impact of professional basketball and the global outreach of professional basketball. The book is explanatory and qualitative, offering new perspectives and touching on topics including gender, diversity, racism, and minority experiences within professional basketball. As such it will be of interest to sport sociologists, as well as those researching the history of sport, sports marketing and cultural studies.
Download or read book Entertainment Media and Communication written by Nicholas David Bowman and published by Walter de Gruyter GmbH & Co KG. This book was released on 2024-10-21 with total page 747 pages. Available in PDF, EPUB and Kindle. Book excerpt: Although not considered a formal area of study, scholarship on the uses, content, and effects of entertaining media has been central to communication studies and related fields for more than a century. The serious study of entertainment seems paradoxical, as we presume entertainment to be the “lighter side” of our daily lives. Yet as revealed in this volume, entertainment media serve as cultural artifacts that shape our understandings of various peoples and publics in ways that invite deeper, immersive, and increasingly interactive engagement. On this backdrop, Entertainment Media and Communication serves as a reference guide for canonical and foundational research into media entertainment and a collection of emerging and updated theories and models core to the study of media entertainment in the 21st century. Across more than forty chapters and with a diverse and inclusive list of authors, this volume provides a broad-yet-nuanced view into entertainment media and communication scholarship. The contributors explore its foundations, define and extend key concepts and theories through myriad lenses, discuss unique considerations of digital media, and divine future paths for scholarly inquiry.
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?
Download or read book Translation Flows written by Ilse Feinauer and published by John Benjamins Publishing Company. This book was released on 2023-10-15 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: The genesis of this book was the 9th Congress of the European Society for Translation Studies, held in Stellenbosch, South Africa, in September 2019 – the first time the event took place outside Europe. “Living Translation – People, Processes, Products” was the Congress theme. A common thread, whether as a methodological or analytical basis, as a descriptive framework or as a subject in itself, was that of “flows” and the “flowing” nature of translation. The contributions included here draw on a productive framework of networks and flows, and foreground the inherent spatial and temporal diversity of Translation Studies. Translation as a social practice is the golden thread throughout the volume – not just “translation” in the conventional sense, between languages and cultures, but over artificial borders, into new spaces, between non-traditional agents and actors, and through various genres and mediums. Chapters are clustered loosely based on the temporality of the topic under discussion. Work on and from the Global North constitutes the first section, and the second complements this by bringing the Global South into the picture as well. This state-of-the-art research will stimulate robust scholarly discussions as we map our way forward as a living discipline.
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.