Video Games and American Culture

Download Video Games and American Culture PDF Online Free

Author :
Publisher : Rowman & Littlefield
ISBN 13 : 1793601313
Total Pages : 163 pages
Book Rating : 4.15/5 ( download)

DOWNLOAD NOW!


Book Synopsis Video Games and American Culture by : Aaron A. Toscano

Download or read book Video Games and American Culture written by Aaron A. Toscano and published by Rowman & Littlefield. This book was released on 2019-12-12 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are.

Cultural Code

Download Cultural Code PDF Online Free

Author :
Publisher : MIT Press
ISBN 13 : 0262034050
Total Pages : 345 pages
Book Rating : 4.50/5 ( download)

DOWNLOAD NOW!


Book Synopsis Cultural Code by : Phillip Penix-Tadsen

Download or read book Cultural Code written by Phillip Penix-Tadsen and published by MIT Press. This book was released on 2016-02-12 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.

Gamer Nation

Download Gamer Nation PDF Online Free

Author :
Publisher : JHU Press
ISBN 13 : 1421428695
Total Pages : 297 pages
Book Rating : 4.97/5 ( download)

DOWNLOAD NOW!


Book Synopsis Gamer Nation by : John Wills

Download or read book Gamer Nation written by John Wills and published by JHU Press. This book was released on 2019-05-21 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explores how games actively influence the ways people interpret and relate to American life. In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units. In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans' mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges. Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself.

Gamer Nation

Download Gamer Nation PDF Online Free

Author :
Publisher : Johns Hopkins University Press
ISBN 13 : 1421428709
Total Pages : 297 pages
Book Rating : 4.03/5 ( download)

DOWNLOAD NOW!


Book Synopsis Gamer Nation by : John Wills

Download or read book Gamer Nation written by John Wills and published by Johns Hopkins University Press. This book was released on 2019-05-21 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but how games affect how people relate to America itself.

Video Games

Download Video Games PDF Online Free

Author :
Publisher : Routledge
ISBN 13 : 1351299948
Total Pages : 119 pages
Book Rating : 4.47/5 ( download)

DOWNLOAD NOW!


Book Synopsis Video Games by : Arthur Asa Berger

Download or read book Video Games written by Arthur Asa Berger and published by Routledge. This book was released on 2017-07-28 with total page 119 pages. Available in PDF, EPUB and Kindle. Book excerpt: From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon.Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry.

Video Games as Culture

Download Video Games as Culture PDF Online Free

Author :
Publisher : Routledge
ISBN 13 : 1317223926
Total Pages : 194 pages
Book Rating : 4.24/5 ( download)

DOWNLOAD NOW!


Book Synopsis Video Games as Culture by : Daniel Muriel

Download or read book Video Games as Culture written by Daniel Muriel and published by Routledge. This book was released on 2018-03-14 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

Video Games and Spatiality in American Studies

Download Video Games and Spatiality in American Studies PDF Online Free

Author :
Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110675234
Total Pages : 423 pages
Book Rating : 4.38/5 ( download)

DOWNLOAD NOW!


Book Synopsis Video Games and Spatiality in American Studies by : Dietmar Meinel

Download or read book Video Games and Spatiality in American Studies written by Dietmar Meinel and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-02-21 with total page 423 pages. Available in PDF, EPUB and Kindle. Book excerpt: While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.

Playing the Field

Download Playing the Field PDF Online Free

Author :
Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110655721
Total Pages : 310 pages
Book Rating : 4.28/5 ( download)

DOWNLOAD NOW!


Book Synopsis Playing the Field by : Sascha Pöhlmann

Download or read book Playing the Field written by Sascha Pöhlmann and published by Walter de Gruyter GmbH & Co KG. This book was released on 2019-08-19 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays offer exemplary approaches to video games from the perspective of American cultural and historical studies as they consider a broad variety of topics: the US-American games industry, Puritan rhetoric, cultural geography, mobility and race, urbanity and space, digital sports, ludic textuality, survival horror and the eighteenth-century novel, gamer culture and neoliberalism, terrorism and agency, algorithm culture, glitches, theme parks, historical guilt, visual art, sonic meaning-making, and nonverbal gameplay.

Playing American

Download Playing American PDF Online Free

Author :
Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3111317757
Total Pages : 246 pages
Book Rating : 4.55/5 ( download)

DOWNLOAD NOW!


Book Synopsis Playing American by : Sören Schoppmeier

Download or read book Playing American written by Sören Schoppmeier and published by Walter de Gruyter GmbH & Co KG. This book was released on 2023-10-02 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames have always depicted representations of American culture, but how exactly they feed back into this culture is less obvious. Advocating an action-based understanding of both videogames and culture, this book delineates how aspects of American culture are reproduced transnationally through popular open-world videogames. Playing American proposes an analytic focus on open-world videogames' "ambient operations" and traces practices of "playing American" through the stages of videogame development, gameplay, and reception. Three case studies - concentrating on the Grand Theft Auto, Watch Dogs, and Red Dead Redemption franchises, respectively - highlight different figurations of "playing American." Thematic foci range from public discourses on systemic racism and neoliberal capitalism to the justification of real-world surveillance practices and to the reconfiguration of the Western in the digital age. Playing American provides those interested in either videogames or American culture with a fresh angle and new concepts regarding its subject matters. It demonstrates that videogames are agents of cultural reproduction that do distinct cultural work for American culture in the twenty-first century.

On Video Games

Download On Video Games PDF Online Free

Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 1786732505
Total Pages : 336 pages
Book Rating : 4.07/5 ( download)

DOWNLOAD NOW!


Book Synopsis On Video Games by : Soraya Murray

Download or read book On Video Games written by Soraya Murray and published by Bloomsbury Publishing. This book was released on 2017-10-30 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts.As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture. Demonstrating that games are at the frontline of power relations, she reimagines how we see them - and more importantly how we understand them.