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BOOK EXCERPT:
Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.
Product Details :
Genre |
: Sports & Recreation |
Author |
: Dr Helen Thornham |
Publisher |
: Ashgate Publishing, Ltd. |
Release |
: 2013-01-28 |
File |
: 232 Pages |
ISBN-13 |
: 9781409494379 |
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BOOK EXCERPT:
This book presents a study of so-called indie video game developers that are widely regarded as the creative and innovative fringe of the video game industry. The video game industry is an exemplary entrepreneurial high growth industry that combines digital media, cinematographic representations and interactive gaming technologies, and uses global digital distribution channels to reach local gaming communities. The study examines a number of issues, concerns, challenges, and opportunities that indie developers are handling as part of their development work. The love of gaming and video games more specifically is the shared and unifying force of both so-called Triple-A developers and the indie developer community. Still, issues such as how to raise financial capital or otherwise fund the development work, or how to optimize the return on investment when video games are released on digital platforms are issues that indie developers need to cope with. The study is theoretically framed as a case of an innovation-led sector of the economy, yet being anchored in the Swedish welfare state model, wherein e.g., free tertiary education and social insurances and health case at low cost are provided and supportive of enterprising. This book will be valuable reading for academics working in the fields of knowledge management, innovation, and the creative economy.
Product Details :
Genre |
: Business & Economics |
Author |
: Alexander Styhre |
Publisher |
: Springer Nature |
Release |
: 2020-06-13 |
File |
: 252 Pages |
ISBN-13 |
: 9783030455453 |
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BOOK EXCERPT:
This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the “epic mode” of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such “ancient games”.
Product Details :
Genre |
: Games & Activities |
Author |
: Ross Clare |
Publisher |
: Bloomsbury Publishing |
Release |
: 2021-06-03 |
File |
: 241 Pages |
ISBN-13 |
: 9781350157217 |
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BOOK EXCERPT:
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
Product Details :
Genre |
: Games & Activities |
Author |
: Mark J.P. Wolf |
Publisher |
: Taylor & Francis |
Release |
: 2023-06-19 |
File |
: 832 Pages |
ISBN-13 |
: 9781000886023 |
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BOOK EXCERPT:
Netnography is an adaptation of ethnography for the online world, pioneered by Robert Kozinets, and is concerned with the study of online cultures and communities as distinct social phenomena, rather than isolated content. In this landmark third edition, Netnography: The Essential Guide provides the theoretical and methodological groundwork as well as the practical applications, helping students both understand and do netnographic research projects of their own. Packed with enhanced learning features throughout, linking concepts to structured activities in a step by step way, the book is also now accompanied by a striking new visual design and further case studies, offering the essential student resource to conducting online ethnographic research. Real world examples provided demonstrate netnography in practice across the social sciences, in media and cultural studies, anthropology, education, nursing, travel and tourism, and others.
Product Details :
Genre |
: Social Science |
Author |
: Robert V Kozinets |
Publisher |
: SAGE |
Release |
: 2019-10-14 |
File |
: 494 Pages |
ISBN-13 |
: 9781526482341 |
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BOOK EXCERPT:
Drawing on a diverse range of studies conducted in England, Scotland, South America, India, and the Basque Country, this volume argues that administrative and conceptual change is needed to ensure that ethnographers commit fully to conscientiously managing ethics in-situ.
Product Details :
Genre |
: Education |
Author |
: Lisa Russell |
Publisher |
: Emerald Group Publishing |
Release |
: 2022-06-23 |
File |
: 220 Pages |
ISBN-13 |
: 9781800710085 |
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BOOK EXCERPT:
Multimodal Methods in Anthropology develops several goals simultaneously. First, it is an introduction to the ways that multimodality might work for students and practitioners of anthropology, using multiple examples from the authors’ research and from the field. Second, the book carefully examines the ethics of a multimodal project, including the ways in which multimodality challenges and reproduces “digital divides.” Finally, the book is a theoretical introduction that repositions the history of anthropology along axes of multimodality and reframes many of the essential questions in anthropology alongside collaboration and access. Each chapter introduces new methods and techniques, frames the ethical considerations, and contextualizes the method in the work of other anthropologists. Multimodal Methods in Anthropology takes both students and practitioners through historical and contemporary sites of multimodality and introduces the methodological and theoretical challenges of multimodal anthropology in a digital world. Like multimodality itself, readers will come away with new ideas and new perspectives on established ideas, together with the tools to make them part of their practice. It is an ideal text for a variety of methods-based courses in anthropology and qualitative research at both the undergraduate and the graduate level.
Product Details :
Genre |
: Social Science |
Author |
: Samuel Gerald Collins |
Publisher |
: Taylor & Francis |
Release |
: 2024-04-26 |
File |
: 162 Pages |
ISBN-13 |
: 9781000993837 |
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BOOK EXCERPT:
With the increase of digital and networked media in everyday life, researchers have increasingly turned their gaze to the symbolic and cultural elements of technologies. From studying online game communities, locative and social media to YouTube and mobile media, ethnographic approaches to digital and networked media have helped to elucidate the dynamic cultural and social dimensions of media practice. The Routledge Companion to Digital Ethnography provides an authoritative, up-to-date, intellectually broad, and conceptually cutting-edge guide to this emergent and diverse area. Features include: a comprehensive history of computers and digitization in anthropology; exploration of various ethnographic methods in the context of digital tools and network relations; consideration of social networking and communication technologies on a local and global scale; in-depth analyses of different interfaces in ethnography, from mobile technologies to digital archives.
Product Details :
Genre |
: Social Science |
Author |
: Larissa Hjorth |
Publisher |
: Taylor & Francis |
Release |
: 2017-01-20 |
File |
: 521 Pages |
ISBN-13 |
: 9781317377788 |
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BOOK EXCERPT:
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development process. Drawing on a decade of research within the industry, the book gives us valuable insight into the continually changing and growing world of video games.
Product Details :
Genre |
: Social Science |
Author |
: John Banks |
Publisher |
: Bloomsbury Publishing |
Release |
: 2013-05-23 |
File |
: 289 Pages |
ISBN-13 |
: 9781849666640 |
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BOOK EXCERPT:
Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.
Product Details :
Genre |
: Religion |
Author |
: Vít Šisler |
Publisher |
: Routledge |
Release |
: 2017-11-28 |
File |
: 222 Pages |
ISBN-13 |
: 9781315518329 |