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Computer Games And New Media Cultures

Author: Johannes Fromme
Publisher: Springer Science & Business Media
ISBN: 9400727771
Size: 50.24 MB
Format: PDF, Kindle
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Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.

Handbook Of Computer Game Studies

Author: Joost Raessens
Publisher: Mit Press
ISBN: 9780262516587
Size: 34.96 MB
Format: PDF, ePub, Docs
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A broad treatment of computer and video games from a wide range of perspectives,including cognitive science and artificial intelligence, psychology, history, film and theater,cultural studies, and philosophy.

Handbook Of Digital Games

Author: Marios C. Angelides
Publisher: John Wiley & Sons
ISBN: 1118796276
Size: 40.32 MB
Format: PDF
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A thorough discussion of the present and future of digital gaming People play digital games for many reasons, from entertainment to professional training, but all games share the same basic characteristics. From those basic parameters, gaming professionals manage to create the enormous variety of games on the market today. The Handbook of Digital Games explores the many considerations and variables involved in game creation, including gaming techniques and tools, game play, and game design and development. A team of recognized gaming experts from around the world shares their thoughts on the different aspects of game creation, providing readers with a deep understanding and insider perspective on the cross-disciplinary aspects of the industry. The fundamentals are discussed, but the emphasis is on emerging theory and technology with topics including: Player experience and immersion, including emotion Automatic content generation and storytelling techniques Collaboration and social information exchange Game aesthetics Simulation of game play and crowds Collision detection Networking issues such as synchronization The book also includes retrospective and ontological examinations of gaming, as well as discussions about mobile game play, spatial game structures, and education-centric gaming. In-game advertising, gender stereotyping, and independent game production are also considered. The Handbook of Digital Games is a robust compilation of the latest information across the entire industry, and a major resource for any gaming professional.

Sports Videogames

Author: Mia Consalvo
Publisher: Routledge
ISBN: 1136191992
Size: 70.78 MB
Format: PDF, Docs
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From Pong to Madden NFL to Wii Fit, Sports Videogames argues for the multiple ways that sports videogames—alongside televised and physical sports—impact one another, and how players and viewers make sense of these multiple forms of play and information in their daily lives. Through case studies, ethnographic explorations, interviews and surveys, and by analyzing games, players, and the sports media industry, contributors from a wide variety of disciplines demonstrate the depth and complexity of games that were once considered simply sports simulations. Contributors also tackle key topics including the rise of online play and its implications for access to games, as well as how regulations surrounding player likenesses present challenges to the industry. Whether you’re a scholar or a gamer, Sports Videogames offers a grounded, theory-building approach to how millions make sense of videogames today.

The Business And Culture Of Digital Games

Author: Aphra Kerr
Publisher: SAGE
ISBN: 9781412900478
Size: 20.93 MB
Format: PDF
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This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.

Role Playing Game Studies

Author: Sebastian Deterding
Publisher: Routledge
ISBN: 1317268318
Size: 67.27 MB
Format: PDF, Mobi
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This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.

Digital Material

Author: Marianne van den Boomen
Publisher: Amsterdam University Press
ISBN: 9089640681
Size: 58.40 MB
Format: PDF, Mobi
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This is a compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society. Three decades of societal and cultural alignment of new media yielded to a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. "New Media Studies" crystallized internationally into an established academic discipline, which begs the question: where do we stand now; which new issues have emerged now that new media are taken for granted, and which riddles remain unsolved; and, is contemporary digital culture indeed all about 'you', or do we still not really understand the digital machinery and how it constitutes us as 'you'. From desktop metaphors to Web 2.0 ecosystems, from touch screens to bloggging to e-learning, from role-playing games to Cybergoth music to wireless dreams, this timely volume offers a showcase of the most up-to-date research in the field from what may be called a 'digital-materialist' perspective.

Alternative And Activist New Media

Author: Leah Lievrouw
Publisher: John Wiley & Sons
ISBN: 0745658334
Size: 52.76 MB
Format: PDF, ePub
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Alternative and Activist New Media provides a rich and accessible overview of the ways in which activists, artists, and citizen groups around the world use new media and information technologies to gain visibility and voice, present alternative or marginal views, share their own DIY information systems and content, and otherwise resist, talk back to, or confront dominant media culture. Today, a lively and contentious cycle of capture, cooptation, and subversion of information, content, and system design marks the relationship between the mainstream ‘center’ and the interactive, participatory ‘edges’ of media culture. Five principal forms of alternative and activist new media projects are introduced, including the characteristics that make them different from more conventional media forms and content. The book traces the historical roots of these projects in alternative media, social movements, and activist art, including analyses of key case studies and links to relevant electronic resources. Alternative and Activist New Media will be a useful addition to any course on new media and society, and essential for readers interested in new media activism.

Social Media In Politics

Author: Bogdan Pătruţ
Publisher: Springer
ISBN: 3319046667
Size: 55.60 MB
Format: PDF, ePub, Docs
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This volume sets out to analyse the relation between social media and politics by investigating the power of the internet and more specifically social media, in the political and social discourse. The volume collects original research on the use of social media in political campaigns, electoral marketing, riots and social revolutions, presenting a range of case studies from across the world as well as theoretical and methodological contributions. Examples that explore the use of social media in electoral campaigns include, for instance, studies on the use of Face book in the 2012 US presidential campaign and in the 2011 Turkish general elections. The final section of the book debates the usage of Twitter and other Web 2.0 tools in mobilizing people for riots and revolutions, presenting and analysing recent events in Istanbul and Egypt, among others.

Women And Gaming

Author: J. Gee
Publisher: Springer
ISBN: 0230106730
Size: 38.18 MB
Format: PDF, ePub, Mobi
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The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence.