Indie Games In The Digital Age

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BOOK EXCERPT:

A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.

Product Details :

Genre : Social Science
Author : M.J. Clarke
Publisher : Bloomsbury Publishing USA
Release : 2020-04-16
File : 240 Pages
ISBN-13 : 9781501356438


Literature In The Digital Age

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BOOK EXCERPT:

This book guides readers through the most salient theoretical and creative possibilities opened up by the shift to digital literary forms.

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Genre : Literary Criticism
Author : Adam Hammond
Publisher : Cambridge University Press
Release : 2016-03-09
File : 255 Pages
ISBN-13 : 9781107041905


Roleplaying Games In The Digital Age

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BOOK EXCERPT:

The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players. Such shifts elicit new scholarly perspectives. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.

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Genre : Games & Activities
Author : Stephanie Hedge
Publisher : McFarland
Release : 2021-02-22
File : 242 Pages
ISBN-13 : 9781476676869


The Cambridge Companion To Literature In A Digital Age

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BOOK EXCERPT:

This book explores the way that digital forms and methods are reconfiguring the foundational concepts of literary studies.

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Genre : Literary Criticism
Author : Adam Hammond
Publisher : Cambridge University Press
Release : 2024-05-31
File : 317 Pages
ISBN-13 : 9781009349529


Gamergate And Anti Feminism In The Digital Age

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This book provides an in-depth, feminist and sociological analysis of Gamergate, a major social movement and anti-feminist harassment campaign. Gamergate provides a clear example of both how a modern anti-feminist ‘backlash’ is enacted, and how feminists in the digital age respond. Chapters connect Gamergate to the broader Men’s Rights Activism (MRA) political movement, examining men’s anxieties surrounding what they see as an erosion of male privilege, their conflation of privilege with rights, as well as their use of social media to harass and attack women as a response to their perceived oppression. Likewise, the author analyses the online strategies used by feminists to respond to this backlash, how social media is harnessed to build a feminist movement, the effectiveness of these online strategies, and the parallels that these actions have with those from previous waves of feminism. Finally, the author reflects on what has changed with regards to MRA, online harassment, and digital feminism after the height of Gamergate. This book will be of interest to scholars in Gender Studies, Sociology, and Media Studies.

Product Details :

Genre : Social Science
Author : Jessica O'Donnell
Publisher : Springer Nature
Release : 2022-10-13
File : 256 Pages
ISBN-13 : 9783031140570


Defining Identity And The Changing Scope Of Culture In The Digital Age

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BOOK EXCERPT:

Since the popularization of Internet technologies in the mid-1990s, human identity and collective culture has been dramatically shaped by our continued use of digital communication platforms and engagement with the digital world. Despite a plethora of scholarship on digital technology, questions remain regarding how these technologies impact personal identity and perceptions of global culture. Defining Identity and the Changing Scope of Culture in the Digital Age explores a multitude of topics pertaining to self-hood, self-expression, human interaction, and perceptions of civilization and culture in an age where technology has become integrated into every facet of our everyday lives. Highlighting issues of race, ethnicity, and gender in digital culture, interpersonal and computer-mediated communication, pop culture, social media, and the digitization of knowledge, this pivotal reference publication is designed for use by scholars, psychologists, sociologists, and graduate-level students interested in the fluid and rapidly evolving norms of identity and culture through digital media.

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Genre : Computers
Author : Novak, Alison
Publisher : IGI Global
Release : 2016-05-19
File : 341 Pages
ISBN-13 : 9781522502135


Indie Games In The Digital Age

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BOOK EXCERPT:

A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.

Product Details :

Genre : Social Science
Author : M.J. Clarke
Publisher : Bloomsbury Publishing USA
Release : 2020-04-16
File : 223 Pages
ISBN-13 : 9781501356445


Punk Playthings

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Punk Playthings Provocations for 21st Century Game Makers "Punk was an attitude. It was never about having a Mohican haircut or wearing a ripped T-shirt. It was all about destruction, and the creative potential within that." Malcolm Mclaren Warning: If you want a silver bullet solution for efficient game making or a step-by-step guide to receiving Indie Game Dev hero worship, you’re in the wrong place. Put the book back on the shelf. Punk Playthings is an antidote to complacency and orthodoxy. Packed with probes and provocations that explore game making through fresh lenses for uncertain times, it challenges gaming monoculture by constructing a trading space for ideas and learning from across domains and cultures. Punk Playthings has zero respect for boundaries between mediums, industries, sectors, specialisms or disciplines. Instead, it challenges you to expand your cultural capital, think laterally and make new connections. Punk Playthings advocates a truly independent mindset and DIY approach for creating playful experiences with cultural resonance. It proclaims creative entrepreneurship as the true legacy of punk. Punk Playthings is not for everyone. But it might be for you.

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Genre : Computers
Author : Sean Taylor
Publisher : CRC Press
Release : 2017-11-13
File : 388 Pages
ISBN-13 : 9781315350035


Music And Sonic Environments In Video Games

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BOOK EXCERPT:

Music and Sonic Environments in Video Games brings together a range of perspectives that explore how music and sound in video games interact with virtual and real environments, often in innovative and unexpected ways. Drawing on a range of game case studies and disciplinary perspectives, the contributors consider the sonic environment in games as its own storytelling medium. Highlighting how dynamic video game soundscapes respond to players’ movements, engage them in collaborative composition, and actively contribute to worldbuilding, the chapters discuss topics including genre conventions around soundscape design, how sonic environments shape players’ perceptions, how game sound and music model ecological processes and nonhuman relationships, and issues of cultural and geographic representation. Together, the essays in this volume bring game music and sound into the environmental humanities and transform our understanding of sonic environments as an essential part of storytelling in interactive media. Engaging a wide variety of game genres and communities of play, this book will be of interest to students and scholars of music, media studies, critical game studies, popular culture, and sound studies.

Product Details :

Genre : Music
Author : Kate Galloway
Publisher : Taylor & Francis
Release : 2024-11-06
File : 222 Pages
ISBN-13 : 9781040135372


The Videogame Industry Does Not Exist

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BOOK EXCERPT:

The precarious reality of videogame production beyond the corporate blockbuster studios of North America. The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom—in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist presents a much more accurate and nuanced picture of how the vast majority of videogame-makers work—a picture that reveals the diverse and precarious communities, identities, and approaches that make videogame production a significant cultural practice. Drawing on insights provided by over 400 game developers across Australia, North America, Europe, and Southeast Asia, Brendan Keogh develops a new framework for understanding videogame production as a cultural field in all its complexity. Part-time hobbyists, aspirational students, client-facing contractors, struggling independents, artist collectives, and tightly knit local scenes—all have a place within this model. But proponents of non-commercial game making don't exist in isolation; Keogh shows how they and their commercial counterparts are deeply interconnected and codependent in the field of videogame production. A cultural intervention, The Videogame Industry Does Not Exist challenges core assumptions about videogame production—ideas about creativity, professionalism, labor, diversity, education, globalization, and community. Its in-depth, complex portrayal suggests new ways of seeing, and engaging in, the videogame industry that really does exist.

Product Details :

Genre : Games & Activities
Author : Brendan Keogh
Publisher : MIT Press
Release : 2023-04-18
File : 267 Pages
ISBN-13 : 9780262545402