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: 5015

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: 4693

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: Taylor & Francis

ISBN: 0415977207

Category: Computers

Page: 293

View: 8778

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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Games and Gaming

An Introduction to New Media

Author: Larissa Hjorth

Publisher: Berg

ISBN: 1847888399

Category: Social Science

Page: 192

View: 6188

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: 7819

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: 9535

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: 3780

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: 8440

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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Literatures in the Digital Era

Theory and Praxis

Author: Amelia Sanz,Dolores Romero

Publisher: Cambridge Scholars Pub

ISBN: N.A

Category: Language Arts & Disciplines

Page: 349

View: 6401

"This volume consists of a selection of contributions from ... the international seminar on "Literatures: from text to hypertext" in September 2006 ... at the Philology Faculty of the Complutense University of Madrid"-- P. 15.
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