Videogame, Player, Text

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Publisher :
ISBN 13 :
Total Pages : 272 pages
Book Rating : 4.84/5 ( download)

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Book Synopsis Videogame, Player, Text by : Barry Atkins

Download or read book Videogame, Player, Text written by Barry Atkins and published by . This book was released on 2007 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogame, Player, Text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment.

A Play of Bodies

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Publisher : MIT Press
ISBN 13 : 0262345447
Total Pages : 249 pages
Book Rating : 4.46/5 ( download)

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Book Synopsis A Play of Bodies by : Brendan Keogh

Download or read book A Play of Bodies written by Brendan Keogh and published by MIT Press. This book was released on 2018-04-06 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.

Playing with Videogames

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Publisher : Routledge
ISBN 13 : 1134173016
Total Pages : 225 pages
Book Rating : 4.13/5 ( download)

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Book Synopsis Playing with Videogames by : James Newman

Download or read book Playing with Videogames written by James Newman and published by Routledge. This book was released on 2008-08-18 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.

Videogame Sciences and Arts

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Publisher : Springer Nature
ISBN 13 : 3030379833
Total Pages : 282 pages
Book Rating : 4.34/5 ( download)

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Book Synopsis Videogame Sciences and Arts by : Nelson Zagalo

Download or read book Videogame Sciences and Arts written by Nelson Zagalo and published by Springer Nature. This book was released on 2019-12-26 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.

Bridging Literacies with Videogames

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Publisher : Springer
ISBN 13 : 9462096686
Total Pages : 210 pages
Book Rating : 4.84/5 ( download)

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Book Synopsis Bridging Literacies with Videogames by : Hannah R. Gerber

Download or read book Bridging Literacies with Videogames written by Hannah R. Gerber and published by Springer. This book was released on 2014-09-23 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.

Doing Text

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Publisher : Liverpool University Press
ISBN 13 : 1800347413
Total Pages : 197 pages
Book Rating : 4.10/5 ( download)

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Book Synopsis Doing Text by : Pete Bennett

Download or read book Doing Text written by Pete Bennett and published by Liverpool University Press. This book was released on 2017-02-14 with total page 197 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection re-imagines the study of English and media in a way that decentralises the text (e.g. romantic poetry or film noir) or media formats/platforms (e.g. broadcast media/new media). Instead, the authors work across boundaries in meaningful thematic contexts that reflect the ways in which people engage with reading, watching, making, and listening in their textual lives. In so doing, this project recasts both subjects as combined in a more reflexive, critical space for the study of our everyday social and cultural interactions. Across the chapters, the authors present applicable learning and teaching strategies that weave together art works, films, social practices, creativity, 'viral' media, theater, TV, social media, videogames, and literature. The culmination of this range of strategies is a reclaimed 'blue skies' approach to progressive textual education, free from constraining shackles of outdated ideas about textual categories and value that have hitherto alienated generations of students and both English and media from themselves.

The Medium of the Video Game

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Publisher : University of Texas Press
ISBN 13 : 0292786646
Total Pages : 228 pages
Book Rating : 4.46/5 ( download)

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Book Synopsis The Medium of the Video Game by : Mark J. P. Wolf

Download or read book The Medium of the Video Game written by Mark J. P. Wolf and published by University of Texas Press. This book was released on 2010-07-22 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

Social Exclusion, Power, and Video Game Play

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Publisher : Lexington Books
ISBN 13 : 073913860X
Total Pages : 284 pages
Book Rating : 4.01/5 ( download)

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Book Synopsis Social Exclusion, Power, and Video Game Play by : David G. Embrick

Download or read book Social Exclusion, Power, and Video Game Play written by David G. Embrick and published by Lexington Books. This book was released on 2012 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military, and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural, and political environment that raises the question of the significance of work, play, power, and inequalities in the modern world. Studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers, or even social media; how social exclusion (based on race, class, or gender) in the virtual environment is reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices, and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope of drawing attention to the need for more studies that are both sociological and critical.

Videogames and Horror

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Publisher : University of Wales Press
ISBN 13 : 1786834375
Total Pages : 284 pages
Book Rating : 4.79/5 ( download)

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Book Synopsis Videogames and Horror by : Dawn Stobbart

Download or read book Videogames and Horror written by Dawn Stobbart and published by University of Wales Press. This book was released on 2019-10-01 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames are full of horrors – and of horror, a facet of the media that has been largely overlooked by the academic community in terms of lengthy studies in the fast-growing field of videogame scholarship. This book engages with the research of prominent scholars across the humanities to explore the presence, role and function of horror in videogames, and in doing so it demonstrates how videogames enter discussion on horror and offer a unique, radical space that horror is particularly suited to fill. The topics covered include the construction of stories in videogames, the role of the monster and, of course, how death is treated as a learning tool and as a facet of horror.

Media in the Ubiquitous Era: Ambient, Social and Gaming Media

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Publisher : IGI Global
ISBN 13 : 1609607759
Total Pages : 311 pages
Book Rating : 4.53/5 ( download)

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Book Synopsis Media in the Ubiquitous Era: Ambient, Social and Gaming Media by : Lugmayr, Artur

Download or read book Media in the Ubiquitous Era: Ambient, Social and Gaming Media written by Lugmayr, Artur and published by IGI Global. This book was released on 2011-09-30 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book focuses on the definition of ambient and ubiquitous media from a cross-disciplinary viewpoint, covering the fields of commerce, science, research affecting citizens"--Provided by publisher.