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Book Asian Histories and Heritages in Video Games

Download or read book Asian Histories and Heritages in Video Games written by Yowei Kang and published by Taylor & Francis. This book was released on 2024-08-28 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the representations of national Asian histories in digital games. Situated at the intersection of regional game studies and historical game studies, this book offers chapters on histories and heritages of Japan, China, Iran, Iraq, Taiwan, South Korea, Indonesia, Singapore, Turkey, and Russia. 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. It demonstrates various methodological approaches to historical/regional game studies: case studies of nationally produced historical games that deal with local history, studies of media reception of history/heritage-themed games, text-mining methods studying attitudes expressed by players of such games, and educational perspectives on games in teaching cultural heritage. Through the lens of videogames, the authors explore 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.

Book Asian Histories and Heritages in Video Games

Download or read book Asian Histories and Heritages in Video Games written by Yowei Kang and published by . This book was released on 2024-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book explores the representations of national Asian histories in digital games. Situated at the intersection of regional game studies and historical game studies, this book offers chapters on histories and heritages of Japan, China, Iran, Iraq, Taiwan, South Korea, Indonesia, Singapore, Turkey, and Russia. 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. It demonstrates various methodological approaches to historical/regional game studies: case studies of nationally produced historical games that deal with local history, studies of media reception of history/heritage-themed games, text-mining methods studying attitudes expressed by players of such games, and educational perspectives on games in teaching cultural heritage. Through the lens of videogames, the authors explore how nations struggle with the legacies of war, colonialism and religious strife that have been a part of nationbuilding - 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"--

Book Central and Eastern European Histories and Heritages in Video 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.

Book The Interactive Past

Download or read book The Interactive Past written by Angus A. A. Mol and published by . This book was released on 2017 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.

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 Return to the Interactive Past

    Book Details:
  • Author : Csilla E. Ariese-Vandemeulebroucke
  • Publisher :
  • Release : 2021-12-21
  • ISBN : 9789088909139
  • Pages : 200 pages

Download or read book Return to the Interactive Past written by Csilla E. Ariese-Vandemeulebroucke and published by . This book was released on 2021-12-21 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present. Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past (2017), the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat? How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations? Could hacking be a way to decolonize games and counter harmful stereotypes? When archaeologists study games, what kinds of maps do they draw for their digital fieldwork? And in which ways could we teach history through playing games and game-making?

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 277 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 The History of Video Games

Download or read book The History of Video Games written by Charlie Fish and published by White Owl. This book was released on 2021-05-30 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a potted history of video games, telling all the rollercoaster stories of this fascinating young industry that’s now twice as big globally than the film and music industries combined. Each chapter explores the history of video games through a different lens, giving a uniquely well-rounded overview. Packed with pictures and stats, this book is for video gamers nostalgic for the good old days of gaming, and young gamers curious about how it all began. If you’ve ever enjoyed a video game, or you just want to see what all the fuss is about, this book is for you. There are stories about the experimental games of the 1950s and 1960s; the advent of home gaming in the 1970s; the explosion – and implosion – of arcade gaming in the 1980s; the console wars of the 1990s; the growth of online and mobile games in the 2000s; and we get right up to date with the 2010s, including such cultural phenomena as twitch.tv, the Gamergate scandal, and Fortnite. But rather than telling the whole story from beginning to end, each chapter covers the history of video games from a different angle: platforms and technology, people and personalities, companies and capitalism, gender and representation, culture, community, and finally the games themselves.

Book Archaeogaming

    Book Details:
  • Author : Andrew Reinhard
  • Publisher : Berghahn Books
  • Release : 2018-06-18
  • ISBN : 1785338749
  • Pages : 236 pages

Download or read book Archaeogaming written by Andrew Reinhard and published by Berghahn Books. This book was released on 2018-06-18 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. “[T]he author’s clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading.”—Antiquity Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. From the introduction: Archaeogaming, broadly defined, is the archaeology both in and of digital games... As will be described in the following chapters, digital games are archaeological sites, landscapes, and artifacts, and the game-spaces held within those media can also be understood archaeologically as digital built environments containing their own material culture... Archaeogaming does not limit its study to those video games that are set in the past or that are treated as “historical games,” nor does it focus solely on the exploration and analysis of ruins or of other built environments that appear in the world of the game. Any video game—from Pac-Man to Super Meat Boy—can be studied archaeologically.

Book Role play as a Heritage Practice

Download or read book Role play as a Heritage Practice written by Michal Mochocki and published by Routledge. This book was released on 2021-03-29 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player’s engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.

Book Understanding CCI through Chinese Theatre

Download or read book Understanding CCI through Chinese Theatre written by Haili Ma and published by Springer Nature. This book was released on 2023-12-13 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the development of Cultural and Creative Industries (CCI) in China through the angle of Chinese Theatre, xiqu. It focuses on the political and socio-economic transition period at the turn of the 21st century, as China evolves from ‘Made in China’ to ‘Created in China’, highlighting associated class reconstruction and cultural production and consumption. There are many forms of Chinese Theatre, the most popular one throughout Chinese history to date is the sing-song drama, collectively refers to as xiqu, which currently has over 300 regional styles across China. In 2014, President Xi Jinping’s Beijing Talk on Arts and Literature, which serves as China’s latest Chinese Communist Party (CCP) ideological direction and cultural policy, stressed that ‘the future of Chinese cultural and creative industries is to be anchored on traditional art forms, such as xiqu’. Such Chinese cultural and creative industry distinction will be addressed in this book.

Book Asian Americans  3 volumes

Download or read book Asian Americans 3 volumes written by Xiaojian Zhao and published by Bloomsbury Publishing USA. This book was released on 2013-11-26 with total page 3039 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the most comprehensive and up-to-date reference work on Asian Americans, comprising three volumes that address a broad range of topics on various Asian and Pacific Islander American groups from 1848 to the present day. This three-volume work represents a leading reference resource for Asian American studies that gives students, researchers, librarians, teachers, and other interested readers the ability to easily locate accurate, up-to-date information about Asian ethnic groups, historical and contemporary events, important policies, and notable individuals. Written by leading scholars in their fields of expertise and authorities in diverse professions, the entries devote attention to diverse Asian and Pacific Islander American groups as well as the roles of women, distinct socioeconomic classes, Asian American political and social movements, and race relations involving Asian Americans.

Book Asian American History Day by Day

Download or read book Asian American History Day by Day written by Jonathan H. X. Lee and published by Bloomsbury Publishing USA. This book was released on 2018-10-12 with total page 478 pages. Available in PDF, EPUB and Kindle. Book excerpt: For student research, this reference highlights the importance of Asian Americans in U.S. history, the impact of specific individuals, and this ethnic group as a whole across time; documenting evolving policies, issues, and feelings concerning this particular American population. Asian American History Day by Day: A Reference Guide to Events provides a uniquely interesting way to learn about events in Asian American history that span several hundred years (and the contributions of Asian Americans to U.S. culture in that time). The book is organized in the form of a calendar, with each day of the year corresponding with an entry about an important event, person, or innovation that span several hundred years of Asian American history and references to books and websites that can provide more information about that event. Readers will also have access to primary source document excerpts that accompany the daily entries and serve as additional resources that help bring history to life. With this guide in hand, teachers will be able to more easily incorporate Asian American history into their classes, and students will find the book an easy-to-use guide to the Asian American past and an ideal "jumping-off point" for more targeted research.

Book Video Games Around the World

Download or read book Video Games Around the World written by Mark J. P. Wolf and published by MIT Press. This book was released on 2015-05-22 with total page 715 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela

Book A Companion to Multiethnic Literature of the United States

Download or read book A Companion to Multiethnic Literature of the United States written by Gary Totten and published by John Wiley & Sons. This book was released on 2024-04-01 with total page 453 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides the most comprehensive collection of scholarship on the multiethnic literature of the United States A Companion to the Multiethnic Literature of the United States is the first in-depth reference work dedicated to the histories, genres, themes, cultural contexts, and new directions of American literature by authors of varied ethnic backgrounds. Engaging multiethnic literature as a distinct field of study, this unprecedented volume brings together a wide range of critical and theoretical approaches to offer analyses of African American, Latinx, Native American, Asian American, Jewish American, and Arab American literatures, among others. Chapters written by a diverse panel of leading contributors explore how multi-ethnic texts represent racial, ethnic, and other identities, center the lives and work of the marginalized and oppressed, facilitate empathy with the experiences of others, challenge racism, sexism, homophobia, and other hateful rhetoric, and much more. Informed by recent and leading-edge methodologies within the field, the Companion examines how theoretical approaches to multiethnic literature such as cultural studies, queer studies, ecocriticism, diaspora studies, and posthumanism inform literary scholarship, pedagogy, and curricula in the US and around the world. Explores the national, international, and transnational contexts of US ethnic literature Addresses how technology and digital access to archival materials are impacting the study, reception, and writing of multiethnic literature Discusses how recent developments in critical theory impact the reading and interpretation of multiethnic US literature Highlights significant themes and major critical trends in genres including science fiction, drama and performance, literary nonfiction, and poetry Includes coverage of multiethnic film, history, and culture as well as newer art forms such as graphic narrative and hip-hop Considers various contexts in multiethnic literature such as politics and activism, immigration and migration, and gender and sexuality A Companion to the Multi-Ethnic Literature of the United States is an invaluable resource for scholars, researchers, undergraduate and graduate students, and general readers studying all aspects of the subject

Book Embedding Culture into Video Games and Game Design

Download or read book Embedding Culture into Video Games and Game Design written by Rhett Loban and published by CRC Press. This book was released on 2023-09-04 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book will help game designers and those interested in games thoughtfully embed culture into video games and the game design process. This book raises the issue of how some cultures and communities are misrepresented in various video games. In response to this problem, designers can bring cultural considerations and practices into the centre focus of the game design process. The book advocates that designers put different measures in place to better prevent misrepresentations and engage with deeper understandings of culture to build culturally richer and more meaningful game worlds. The book uses the Torres Strait Virtual Reality project as a primary example, in addition to other game projects, to explore cultural representation in game design. Torres Strait culture is also explored and discussed more broadly throughout the book. No prior knowledge of culture studies is needed, and the book deals with higher level game design with little reference to the technical elements of game development. This unique and timely book will appeal to those interested in the implications of cultural depictions in video games and opportunities to generate deeper cultural representations through the game design process.

Book Transnational Contexts of Development History  Sociality  and Society of Play

Download or read book Transnational Contexts of Development History Sociality and Society of Play written by S. Austin Lee and published by Springer. This book was released on 2017-01-21 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia. Focusing on examinations of how video games shape external interactions with the world as well as internal spaces, Lee and Pulos' volume brings together a range of approaches and regions to understand the impact of video games in East Asia and beyond. Contributions range from assessments of Nintendo's lasting technological impact in Japan and globally to analyses of mobile social gaming among teenage girls in Korea, with qualitative and quantitative methodologies set in contact with one another to offer a full spectrum of perspectives on video gaming and its profound cultural impact.