Video Gaming In Science Fiction

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As video gaming and gaming culture became more mainstream in the 1970s, science fiction authors began to incorporate aspects of each into their work. This study examines how media-fueled paranoia about video gaming--first emerging almost fifty years ago--still resonates in modern science fiction. The author reveals how negative stereotypes of gamers and gaming have endured in depictions of modern gamers in the media and how honest portrayals are still wanting, even in the "forward thinking" world of science fiction.

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Genre : Literary Criticism
Author : Jason Barr
Publisher : McFarland
Release : 2018-09-28
File : 195 Pages
ISBN-13 : 9781476666372


Science Fiction Video Games

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Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction Games The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).

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Genre : Computers
Author : Neal Roger Tringham
Publisher : CRC Press
Release : 2014-09-10
File : 540 Pages
ISBN-13 : 9781482203882


Historical Dictionary Of Science Fiction Cinema

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In the years since Georges Méliès’s Le voyage dans la lune (A Trip to the Moon) was released in 1902, more than 1000 science fiction films have been made by filmmakers around the world. The versatility of science fiction cinema has allowed it to expand into a variety of different markets, appealing to age groups from small children to adults. The technical advances in filmmaking technology have enabled a new sophistication in visual effects. This second edition of Historical Dictionary of Science Fiction Cinema contains a chronology, an introduction, and an extensive bibliography. The dictionary section has over 400 cross-referenced entries on important personalities, films, companies, techniques, themes, and subgenres. This book is an excellent resource for students, researchers, and anyone wanting to know more about science fiction cinema.

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Genre : Performing Arts
Author : M. Keith Booker
Publisher : Rowman & Littlefield
Release : 2020-06-15
File : 543 Pages
ISBN-13 : 9781538130100


The Oxford Handbook Of Science Fiction

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The Oxford Handbook of Science Fiction attempts to descry the historical and cultural contours of SF in the wake of technoculture studies. Rather than treating the genre as an isolated aesthetic formation, it examines SF's many lines of cross-pollination with technocultural realities since itsinception in the nineteenth century, showing how SF's unique history and subcultural identity has been constructed in ongoing dialogue with popular discourses of science and technology.The volume consists of four broadly themed sections, each divided into eleven chapters. Section I, "Science Fiction as Genre," considers the internal history of SF literature, examining its characteristic aesthetic and ideological modalities, its animating social and commercial institutions, and itsrelationship to other fantastic genres. Section II, "Science Fiction as Medium," presents a more diverse and ramified understanding of what constitutes the field as a mode of artistic and pop-cultural expression, canvassing extra-literary manifestations of SF ranging from film and television tovideogames and hypertext to music and theme parks. Section III, "Science Fiction as Culture," examines the genre in relation to cultural issues and contexts that have influenced it and been influenced by it in turn, the goal being to see how SF has helped to constitute and define important(sub)cultural groupings, social movements, and historical developments during the nineteenth, twentieth, and twenty-first centuries. Finally, Section IV, "Science Fiction as Worldview," explores SF as a mode of thought and its intersection with other philosophies and large-scale perspectives on theworld, from the Enlightenment to the present day.

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Genre : Comics & Graphic Novels
Author : Rob Latham
Publisher : Oxford Handbooks
Release : 2014
File : 641 Pages
ISBN-13 : 9780199838844


The World Is Born From Zero

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The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.

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Genre : History
Author : Cameron Kunzelman
Publisher : Walter de Gruyter GmbH & Co KG
Release : 2022-07-18
File : 206 Pages
ISBN-13 : 9783110719451


Encyclopedia Of Video Games 3 Volumes

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

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Genre : Games & Activities
Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Release : 2021-05-24
File : 1365 Pages
ISBN-13 : 9781440870200


Get Started In Writing Science Fiction And Fantasy

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YOUR COMPLETE GUIDE TO WRITING AWESOME AND AMAZING FICTION FROM ANOTHER DIMENSION. This is an authoritative and engaging introduction to writing science fiction and fantasy for the complete beginner. This book provides all the information, guidance, and advice you need to write great science fiction to captivate your readers. It will help you understand how the genre works, the big dos and don'ts - as well as giving you the inspiration and motivation you actually need to write. Written by a leading science fiction novelist and a Professor in Creative Writing at the University of London - you'll discover how to let your creativity flow, create incredible worlds, and get your novel finished. ABOUT THE SERIES The Teach Yourself Creative Writing series helps aspiring authors tell their story. Covering a range of genres from science fiction and romantic novels, to illustrated children's books and comedy, this series is packed with advice, exercises and tips for unlocking creativity and improving your writing. And because we know how daunting the blank page can be, we set up the Just Write online community at tyjustwrite, for budding authors and successful writers to connect and share.

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Genre : Language Arts & Disciplines
Author : Adam Roberts
Publisher : Hachette UK
Release : 2014-11-28
File : 256 Pages
ISBN-13 : 9781444795660


A Guide To Movie Based Video Games

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You’ve seen the movie, now PLAY the movie! Long before gaming came to the big screen, cinema arrived in the homes of millions in the form of licensed video games; playable merchandise that tied in to some of the major tentpoles of cinematic history. Many of these games followed the storylines of the movies on which they were based, as well as providing supplementary adventures to major franchises. Collected in this book are some of the biggest games to come from Hollywood adventures during the '80s and '90s. In this comprehensive book, you’ll find over 300 games across 18 chapters, with sections dedicated to major movie franchises such as Star Wars, Jurassic Park, Top Gun, Pixar, Aliens and Indiana Jones, along with nearly 200 full-color screenshots of major releases. Showcasing the highs and lows of early computer gaming through the 16-bit era and onto the advent of 3D console gaming, A Guide to Movie Based Video Games: 1982 - 2000 covers two decades of video games with trivia, analysis and recommendations. Grab your controller, step into the silver screen and get ready to play!

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Genre : Games & Activities
Author : Christopher Carton
Publisher : White Owl
Release : 2023-08-31
File : 337 Pages
ISBN-13 : 9781399085960


Respawn

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In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.

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Genre : Social Science
Author : Colin Milburn
Publisher : Duke University Press
Release : 2018-11-15
File : 216 Pages
ISBN-13 : 9781478002789


The Medium Of The Video Game

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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.

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Genre : Games & Activities
Author : Mark J. P. Wolf
Publisher : University of Texas Press
Release : 2010-07-22
File : 228 Pages
ISBN-13 : 9780292786646