Genre : Crafts & Hobbies
Publisher : Masarykova univerzita
ISBN_10 : 9788021080454
Copyright Year : 2015-01-01
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Sborník shrnuje příspěvky z první výroční konference Central and Eastern European Game Studies, konané v Brně ve dnech 10.–11. října 2014. Příspěvky zaměřené na výzkum digitálních her zahrnují témata od historie k teorii, od empirických studií k aplikovanému výzkumu. Značná část příspěvků se váže k regionu střední a východní Evropy.

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Genre : Social Science
Publisher : Taylor & Francis
ISBN_10 : 9781317243632
Copyright Year : 2017-02-10
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Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.

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Genre : Social Science
Publisher : Routledge
ISBN_10 : 9781136290503
Copyright Year : 2014-01-03
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The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has produced few comprehensive reference works. The Routledge Companion to Video Game Studies, compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, aims to address the ongoing theoretical and methodological development of game studies, providing students, scholars, and game designers with a definitive look at contemporary video game studies. Features include: comprehensive and interdisciplinary models and approaches for analyzing video games; new perspectives on video games both as art form and cultural phenomenon; explorations of the technical and creative dimensions of video games; accounts of the political, social, and cultural dynamics of video games. 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. Together, they provide an overview of the present state of game studies that will undoubtedly prove invaluable to student, scholar, and designer alike.

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Genre : Computers
Publisher : Mit Press
ISBN_10 : UOM:39015084135691
Copyright Year : 2008
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Brings together new media theorists, game designers, educators, psychologists and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today.

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Genre : Games
Publisher : McFarland
ISBN_10 : 9780786497232
Copyright Year : 2015-11-16
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"This volume is both a polemic and entirely pragmatic. Kapell's offerings resurrect a dispute most games scholars pretend never happened and makes a convincing argument for not only revisiting but sustaining debate. The twelve new essays presented, grounded in game studies and propelled by insights from other fields, are exemplary. This is essential reading."--Gerald Voorhees, University of Waterloo Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigms remains the one that famously "never happened." This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The essayists examine various digital games, assessing the applicability of play-versus-narrative approaches or considering the failure of each. The essays reflect the broader history while applying notions of play and story to recent games in an attempt to propel serious analysis.

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Genre : Social Science
Publisher : Routledge
ISBN_10 : 9781351735520
Copyright Year : 2017-11-01
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This title was first published in 2001. Aiming to open up a new perspective on the study of threats and risks, this text combines insights from the thematically linked but academically disassociated fields of security studies, risk studies and crisis management studies. It provides case studies of key agents, arenas and issues involved in the politics of threats. In addition to the traditional unit of analysis - national governments - this book takes into account non-governmental agents, including public opinion, the media and business.

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Genre : Social Science
Publisher : Bloomsbury Publishing USA
ISBN_10 : 9781441141088
Copyright Year : 2012-02-16
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Dungeons, Dragons, and Digital Denizens is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games.

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Genre : Language Arts & Disciplines
Publisher : Routledge
ISBN_10 : 9781135254612
Copyright Year : 2009-09-10
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The contributors in this collection question what kinds of relationships hold between narrative studies and the recently established field of multimodality, evaluate how we might develop an analytical vocabulary which recognizes that stories do not consist of words alone, and demonstrate the ways in which multimodality brings into fresh focus the embodied nature of narrative production and processing. Engaging with a spectrum of multimodal storytelling, from ‘low tech’ examples encompassing face-to-face stories, comic books, printed literature, through to opera, film adaptation and television documentary, stretching beyond to narratives that employ new media such as hypertext, performance art, and interactive museum guides, this volume examines the interplay of semiotic codes (visual, oral, aural, haptic, physiological) within each case under scrutiny, thereby exposing both points of commonality and difference in the range of multimodal narrative experiences.

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📒 Game Design Perspectives by François Dominic Laramée

Genre : Computers
Publisher : Charles River Media
ISBN_10 : 1584500905
Copyright Year : 2002
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Compiles articles by computer game designers sharing their experiences with game design, including discussion of topics such as documentation, user interfaces, quality management, platforms, and storytelling.

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📒 Videogames by James Newman

Genre : Games & Activities
Publisher : Routledge
ISBN_10 : 9781136500411
Copyright Year : 2012-11-27
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In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, ‘lived experience’, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.

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