Understanding Video Games

The Essential Introduction

Author: Simon Egenfeldt-Nielsen,Jonas Heide Smith,Susana Pajares Tosca

Publisher: Routledge

ISBN: 1136300422

Category: Games

Page: 332

View: 6617

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This expanded and revised second edition of Understanding Video Games provides a comprehensive introduction to the growing field of game studies. Understanding Video Games, 2nd Edition is an essential read for newcomers to video game studies and experienced game scholars alike. This follow-up to the pioneering first edition takes video game studies into the next decade of the twenty-first century, highlighting changes in the game business, advances in video game scholarship, and recent trends in game design and development—including mobile, social, and casual gaming. In Understanding Video Games, 2nd Edition students will: Assess the major theories used to analyze games, such as ludology and narratology Gain familiarity with the commercial and organizational aspects of the game industry Trace the history of video games from Pong to Playstation 3 and beyond Explore the aesthetics of game design Evaluate the cultural position of video games Consider the potential effects of both violent and "serious" games. Extensively illustrated, and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline (including an interactive online version), Understanding Video Games, 2nd Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment and society.
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Understanding Video Games

The Essential Introduction

Author: Simon Egenfeldt-Nielsen,Jonas Heide Smith,Susana Pajares Tosca

Publisher: Routledge

ISBN: 1317533135

Category: Games & Activities

Page: 278

View: 9522

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Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.
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Understanding Video Games

The Essential Introduction

Author: Simon Egenfeldt-Nielsen,Jonas Heide Smith,Susana Pajares Tosca

Publisher: Routledge

ISBN: 1135868786

Category: Games & Activities

Page: 294

View: 1848

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From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider larger questions about the medium: what defines a video game? who plays games? why do we play games? how do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/9780415977210) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.
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Games and Gaming

An Introduction to New Media

Author: Larissa Hjorth

Publisher: Berg

ISBN: 1847888399

Category: Social Science

Page: 192

View: 656

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The computer games industry has rapidly matured. Once a preoccupation only of young technophiles, games are now one of the dominant forms of global popular culture. From consoles such as Nintendo Wii and Microsoft Xbox to platforms such as iPhones and online gaming worlds, the realm of games and their scope has become all-pervasive. The study of games is no longer a niche interest but rather an integral part of cultural and media studies. The analysis of games reveals much about contemporary social relations, online communities and media engagement. Presenting a range of approaches and analytical tools through which to explore the role of games in everyday life, and packed with case material, Games and Gaming provides a comprehensive overview of this new media and how it permeates global culture in the twenty-first century.
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Learning and the E-Generation

Author: Jean D. M. Underwood,Lee Farrington-Flint

Publisher: John Wiley & Sons

ISBN: 1118897560

Category: Psychology

Page: 232

View: 2539

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Learning and the E-Generation examines the impact of new and emerging digital technologies—from computers and tablets to social media and video games—on learners in formal and informal settings. Assesses the psychological factors at play, including social, cognitive, and behavioral characteristics that are influenced by exposure to technology Addresses the risks and benefits of 21st century digital technology on children and young adults Written by two experts in the field who draw on the latest research and practice from psychology, neuroscience, and education Discusses the potential of technology to make the learning process more authentic and engaging, as well as the obstacles which can prevent this from happening effectively
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Economics and Social Conflict

Evil Actions and Evil Social Institutions in Virtual Worlds

Author: C. Mildenberger

Publisher: Springer

ISBN: 1137281898

Category: Business & Economics

Page: 258

View: 7286

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This book brings to life the classic thought experiment of a natural state. Provides data on the economic aspects of social conflict of 400.000 people living in a virtual anarchy; showing evil actions and rules exist from an economic perspective. Non-instrumental violence has economic effects and inciting people to fight are not overcome in time.
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Performing adaptations

essays and conversations on the theory and practice of adaptation

Author: Michelle MacArthur,Lydia Wilkinson,Keren Zaiontz

Publisher: Cambridge Scholars Publishing

ISBN: N.A

Category: Drama

Page: 273

View: 6398

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Performing Adaptations: Conversations and Essays on the Theory and Practice of Adaptation brings together scholars and artists from across North America and the United Kingdom to contribute to the growing discourse on adaptation in the arts. An ideal text for students of theatre, drama, and performance studies, this volume offers a ground-breaking set of essays, interviews, and artistic reflections that assess adaptation from the perspective of live performance, an aspect of the field that has been under-explored until now. The diverse authors and interview subjects in this anthology take a variety of approaches to both creating and analyzing adaptations, demonstrating the form's suitability for testing and speaking back to dominant models of creation, production, and analysis. Featuring articles by pioneering adaptation scholar Linda Hutcheon and critically acclaimed writer and critic George Elliott Clarke, Performing Adaptations advances the field of adaptation studies in new and exciting ways. The authors in Performing Adaptations do not comprise a comprehensive view of adaptation studies, but represent a collection of "gutsy" voices that use adaptation to test, and speak back to dominant models of creation, production, and analysis. Some of these perspectives include a group of artists from the African Diaspora, Europe, and Canada (the AfriCan Theatre Ensemble); the voice of Chinese-Canadian playwright, Marjorie Chan; the innovative storytelling of Beth Watkins, and her adaptation of letters written by transgendered student activist, Jesse Carr; the views of vanguard Canadian queer filmmaker, John Greyson; and African-Canadian poet, novelist, and critic, George Elliott Clarke. Their adaptation of sources to other genres, mediums, and cultural contexts represent the act of a radical, dialogical reading, writ large.
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Doing Social Science

Evidence and Methods in Empirical Research

Author: Fiona Devine,Sue Heath

Publisher: Palgrave MacMillan

ISBN: N.A

Category: Social Science

Page: 216

View: 3996

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Each chapter in this book takes a cutting-edge empirical study and uses it to explore and explain key theoretical and methodological concepts. The text gives students invaluable insight into the constraints, issues and possibilities of doing real social research. This is essential reading for all students of social science.
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Video Game Design

Principles and Practices from the Ground Up

Author: Michael Salmond

Publisher: Bloomsbury Publishing

ISBN: 1474255450

Category: Design

Page: 208

View: 2241

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Video Game Design is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have guide for budding game designers. Industry perspectives from game industry professionals provide fascinating insights into this creative field, and each chapter concludes with a workshop project to help you put what you've learnt into practice to plan and develop your own games. With over 200 images from some of the best-selling, most creative games of the last 30 years, this is an essential introduction to industry practice, helping readers develop practical skills for video game creation. This book is for those seeking a career making video games as part of a studio, small team or as an independent creator. It will guide you from understanding how games engage, entertain and communicate with their audience and take you on a journey as a designer towards creating your own video game experiences. Interviewees include: James Portnow, CEO at Rainmaker Games Brandon Sheffield, Gamasutra.com/Game Developer magazine Steve Gaynor, co-founder The Fullbright Company (Gone Home) Kate Craig, Environment Artist. The Fullbright Company (Gone Home) Adam Saltsman, creator of Canabalt & Gravity Hook Jake Elliott & Tamas Kemenczy, Cardboard Computer (Kentucky Route Zero) Tyson Steele, User Interface Designer, Epic Games Tom Francis, Game Designer, Gunpoint & Floating Point Kareem Ettouney, Art Director, Media Molecule. Little Big Planet 1 & 2, Tearaway. Kenneth Young, Head of Audio, Media Molecule Rex Crowle, Creative Lead, Media Molecule
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