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Book Portable Play in Everyday Life  The Nintendo DS

Download or read book Portable Play in Everyday Life The Nintendo DS written by Samuel Tobin and published by Springer. This book was released on 2013-10-16 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: People play mobile games everywhere and at any time. Tobin examines this media practice through the players directly using the lens of the players and practice of the Nintendo DS system. He argues for the primacy of context for understanding how digital play functions in today's society, emphasizing location, "killing-time," and mobile communities.

Book Reconsidering The Role of Play in Early Childhood

Download or read book Reconsidering The Role of Play in Early Childhood written by Julie M. Nicholson and published by Routledge. This book was released on 2020-05-11 with total page 431 pages. Available in PDF, EPUB and Kindle. Book excerpt: Reconsidering the Role of Play in Early Childhood: Towards Social Justice and Equity—a compilation of current play research in early childhood education and care—challenges, disrupts, and reexamines conventional perspectives on play. By highlighting powerful and provocative studies from around the world that attend to the complexities and diverse contexts of children’s play, the issues of social justice and equity related to play are made visible. This body of work is framed by the phenomenological viewpoint that presumes equity is best confronted and improved through developing an expanded understanding of play in its multiple variations and dimensions. The play studies explore the potential and troubles of play in teaching and learning, children’s agency in play, the actual spaces where children play, and different perspectives of play based on identity and culture. The editors invite readers to use the research as an inspiration to reconsider their conceptions of play and to take action to work for a world where all children have access to play. This book was originally published as a special issue of Early Child Development and Care.

Book The Procrastination Economy

Download or read book The Procrastination Economy written by Ethan Tussey and published by NYU Press. This book was released on 2020-04-01 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: 2018 Outstanding Academic Title, given by Choice Magazine How mobile devices make our in-between moments valuable to media companies while also providing a sense of control and connection In moments of downtime – waiting for a friend to arrive or commuting to work – we pull out our phones for a few minutes of distraction. Just as television reoriented the way we think about living rooms, mobile devices have taken over the interstitial spaces of our everyday lives. Ethan Tussey argues that these in-between moments have created a procrastination economy, an opportunity for entertainment companies to create products, apps, platforms, subscription services, micropayments, and interactive opportunities that can colonize our everyday lives. But as businesses commoditize our free time, and mobile devices become essential tools for promotion, branding and distribution, consumers are using these devices as a means of navigating public and private space. These devices are not just changing the way we spend and value our time, but also how we interact with others and transform our sense of the politics of space. By examining the four main locations of the procrastination economy—the workplace, the commute, the waiting room, and the “connected” living room—Ethan Tussey illuminates the relationship between the entertainment industry and the digitally empowered public.

Book Gaming Culture s  in India

Download or read book Gaming Culture s in India written by Aditya Deshbandhu and published by Taylor & Francis. This book was released on 2020-05-13 with total page 189 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player’s perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products’ many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed; details participants’ gaming habits, practices and contexts from a cultural perspective and analyzes the participants’ responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.

Book Shigeru Miyamoto

    Book Details:
  • Author : Jennifer deWinter
  • Publisher : Bloomsbury Publishing USA
  • Release : 2015-05-21
  • ISBN : 1628923881
  • Pages : 201 pages

Download or read book Shigeru Miyamoto written by Jennifer deWinter and published by Bloomsbury Publishing USA. This book was released on 2015-05-21 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: Steven Spielberg. Vincent Van Gogh. David Bowie. A few examples of superstars in film directing, painting and music for which interest and study has yet to decline. Now, as game studies is becoming more of a mainstay in academia, there is a great need to uncover the masterminds behind the screen. Influential Game Designers and Their Teams is the first series to take seriously the role of the game designer, by profiling those who have shaped contemporary video gaming, and providing insights into the practice, history, and artistry of game design. You may never have heard of Shigeru Miyamoto, but his output is sure to stir in you feelings of nostalgia and contentment. Joining Nintendo in the late 1970s, Miyamoto was the creator of lasting game franchises, such asSuper Mario Bros., The Legend of Zelda, and Donkey Kong, just to name a few. His being named to Time Magazine's 100 Most Influential People in 2007 also proves his continued relevance in game design, game history and pop culture. Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto launches this exciting new series, in order to provide gamers, industry professional, and scholars with a history of the games they love and the design teams behind them, focusing on both the processes and products of game design.

Book Encyclopedia of Computer Graphics and Games

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Book Debugging Game History

Download or read book Debugging Game History written by Henry Lowood and published by MIT Press. This book was released on 2024-02-06 with total page 465 pages. Available in PDF, EPUB and Kindle. Book excerpt: Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

Book Seeing Red

    Book Details:
  • Author : Jose P. Zagal
  • Publisher : MIT Press
  • Release : 2024-05-14
  • ISBN : 0262361841
  • Pages : 185 pages

Download or read book Seeing Red written by Jose P. Zagal and published by MIT Press. This book was released on 2024-05-14 with total page 185 pages. Available in PDF, EPUB and Kindle. Book excerpt: The curious history, technology, and technocultural context of Nintendo’s short-lived stereoscopic gaming console, the Virtual Boy. With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo's balance sheet for the product was "in the red" as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts José Zagal and Benj Edwards explore in Seeing Red, but even more interesting to the authors is what the platform actually was: what it promised, how it worked, and where it fit into the story of gaming. Nintendo released the Virtual Boy as a standalone table-top device in 1995—and quickly discontinued it after lackluster sales and a lukewarm critical reception. In Seeing Red, Zagal and Edwards examine the device's technical capabilities, its games, and the cultural context in the US in the 1990s when Nintendo developed and released the unusual console. The Virtual Boy, in their account, built upon and extended an often-forgotten historical tradition of immersive layered dioramas going back 100 years that was largely unexplored in video games at the time. The authors also show how the platform's library of games conveyed a distinct visual aesthetic style that has not been significantly explored since the Virtual Boy's release, having been superseded by polygonal 3D graphics. The platform's meaning, they contend, lies as much in its design and technical capabilities and affordances as it does in an audience's perception of those capabilities. Offering rare insight into how we think about video game platforms, Seeing Red illustrates where perception and context come, quite literally, into play.

Book Analog Game Studies  Volume II

Download or read book Analog Game Studies Volume II written by Aaron Trammell and published by Lulu.com. This book was released on 2017-05-05 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies.

Book Dominant Divisions of Labor  Models of Production That Have Transformed the World of Work

Download or read book Dominant Divisions of Labor Models of Production That Have Transformed the World of Work written by T. Janoski and published by Springer. This book was released on 2013-11-27 with total page 101 pages. Available in PDF, EPUB and Kindle. Book excerpt: The past century of labor was definitively captured by theories like Fordism and Taylorism, or scientific managment, but how do we make sense of global production today? This short book takes a panoramic view of the candidates for the most succinct theory of the 21st century division of labor, including post-Fordism, flexible accumulation, McDonaldization, Waltonism, Nikeification, Gatesism and Siliconism, shareholder value, and lean production and Toyotism. Authors Thomas Janoski and Darina Lepadatu argue that lean production in a somewhat expanded version presents three variations: Toyotism (the strongest form), Nikeification (a moderate form with off-shored plants lacking teamwork) and Waltonism (the merchandising form that presses for off-shoring). While all three share strong elements of "just in time" (JIT) production and supply chain management, they differ in how teamwork and long-term philosophies are valued. This critical review of dominant established theories serves to inform subsequent research on the contemporary international division of labor.

Book Decentralization and Party Politics in the Dominican Republic

Download or read book Decentralization and Party Politics in the Dominican Republic written by C. Mitchell and published by Springer. This book was released on 2013-11-21 with total page 151 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recently in the Dominican Republic, a pro-municipal social alliance pressed for decentralization and politicians yielded, seeking power in three-party competition. This study examines how electoral, financial, and administrative power has been dispersed and suggests innovative strategies to maintain decentralizing momentum.

Book Who Are You

Download or read book Who Are You written by Alex Custodio and published by MIT Press. This book was released on 2020-10-13 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Game Boy Advance platform as computational system and cultural artifact, from its 2001 release through hacks, mods, emulations, homebrew afterlives. In 2002, Nintendo of America launched an international marketing campaign for the Game Boy Advance that revolved around the slogan “Who Are You?”—asking potential buyers which Nintendo character, game, or even device they identified with and attempting to sell a new product by exploiting players' nostalgic connections to earlier ones. Today, nearly two decades after its release, and despite the development of newer and more powerful systems, Nintendo's Game Boy Advance lives on, through a community that continues to hack, modify, emulate, make, break, remake, redesign, trade, use, love, and play with the platform. In this book Alex Custodio traces the network of hardware and software afterlives of the Game Boy Advance platform. Each chapter considers a component of this network—hardware, software, peripheral, or practice—that illuminates the platform's unique features as a computational system and a cultural artifact. Examining the evolution of the design and architecture of Nintendo's handhelds and home consoles, and the constraints imposed on developers and players, for example, Custodio finds that Nintendo essentially embeds nostalgia into its hardware. She explores Nintendo's expansion of the platform through interoperability; physical and affective engagement with the Game Boy Advance; portability, private space, and social interaction; the platformization of nostalgia; fan-generated content including homebrew, hacking, and hardware modding; and e-waste—the final afterlife of consumer electronics. Although the Game Boy Advance is neither the most powerful nor the most popular of Nintendo's handhelds, Custodio argues, it is the platform that most fundamentally embodies Nintendo's reliance on the aesthetics and materiality of nostalgia.

Book Business Strategies for a Messy World

Download or read book Business Strategies for a Messy World written by V. Barabba and published by Springer. This book was released on 2013-11-22 with total page 92 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using current business examples and academic research, Tools for Systematic Problem-Solving educates managers and executives on how to systematically examine key assumptions to ensure survival and success for their organizations.

Book Old Diplomacy Revisited  A Study in the Modern History of Diplomatic Transformations

Download or read book Old Diplomacy Revisited A Study in the Modern History of Diplomatic Transformations written by K. Weisbrode and published by Springer. This book was released on 2013-11-21 with total page 74 pages. Available in PDF, EPUB and Kindle. Book excerpt: In historical terms, the Old Diplomacy is not really that old many of its concepts and methods date to the mid-nineteenth century while the practices of New Diplomacy emerged only a couple of generations later. Moreover, "Diplomacy 2.0" and other variants of the post-Cold War era do not depart significantly from their twentieth-century predecessor: their forms, particularly in technology, have changed, but their substance has not. In this succinct overview, historian Kenneth Weisbrode reminds us that to understand diplomatic transformations and their relevance to international affairs is to see diplomacy as an entrepreneurial art and that, like most arts, it is adapted and re-adapted with reference to earlier forms. Diplomatic practice is always changing, and always continuous.

Book Politicians  Personal Image and the Construction of Political Identity

Download or read book Politicians Personal Image and the Construction of Political Identity written by C. Archetti and published by Springer. This book was released on 2014-01-07 with total page 117 pages. Available in PDF, EPUB and Kindle. Book excerpt: Is the media obsession with image leading to a degeneration of politics? Are politicians more concerned with their appearances than with policy substance? Through the evidence provided by over 50 interviews with politicians across the UK and Italy - local councillors, MPs and MEPs - this book provides a very different picture of the world of politics than the one we often cynically imagine. By relying on extensive excerpts from frank and colorful conversations with the interviewees, the analysis develops a new multidisciplinary model to understand the 'mediatization' of politics and the way the personal image of elected representatives is constructed in the age of interconnectedness.

Book Multiple Interest Rate Analysis

Download or read book Multiple Interest Rate Analysis written by M. Osborne and published by Springer. This book was released on 2014-01-05 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is an analysis of all possible interest rates. Dual expressions are used to solve long-standing puzzles, eliminate anomalies and draw conclusions about best practice and sound policy advice in areas of economics and finance. Topics include retail and corporate finance, capital budgeting and investment appraisal, bond risk management. An on-line model demonstrating ideas from the book is available in the Wolfram Demonstrations Project (WDP) by searching "multiple interest rate analysis" in the WDP search engine. A 'computable document' containing the model and the model's code are also available as free downloads from the site.

Book Challenging Global Gender Violence  The Global Clothesline Project

Download or read book Challenging Global Gender Violence The Global Clothesline Project written by S. Rose and published by Springer. This book was released on 2016-02-09 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: Challenging Global Gender Violence provides a qualitative and comparative analysis of women's experiences of violence, healing, and action across cultures. Gender violence is the most pervasive human rights violation affecting women and children across both the developed and developing world. While the specific cultural contexts and acts of violence vary, the feelings that women express about their experiences of abuse are strikingly similar. So are the images, colors, and words they use to express those feelings. Hearts - bruised, broken, and torn; black and red; NO! and No Más! are frequently found on shirts contributed to the Global Clothesline Project. While providing a theoretical analysis of trauma, Susan D. Rose grounds the discussion in the lived experiences and stories of women across cultures. Featuring women's stories, artwork, and voices as they speak about their experiences of violence and healing, this brief volume examines the relationship between gender inequality and gender violence, the health impacts of gender violence, and strategies being used to reduce violence against women.