Videogames

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Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog are familiar even to those who've never been near a games console.Topics covered include:* What is a videogame?* Why study videogames?* a brief history of videogames, from Pac-Man to Pokémon* the videogame industry* who plays videogames?* are videogames bad for you?* the narrative structure of videogames* the future of videogames.

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Genre : Video games
Author : James Newman
Publisher : Psychology Press
Release : 2004
File : 216 Pages
ISBN-13 : 0415281911


First Person Shooter Videogames

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This book offers a comprehensive and accessible characterisation of the first-person shooter videogame genre. After providing an overview of the history of the first-person shooter videogame genre, Alberto Oya comments on the various defining peculiarities of this genre, namely the first-person perspective, the shooting gaming mechanics, the heroic in-game narrative or background story, and multiplayer gaming. Oya also argues that educators can use first-person shooter videogames to encourage their students to reflect on historical and philosophical issues.

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Genre : Social Science
Author : Alberto Oya
Publisher : BRILL
Release : 2023-12-18
File : 114 Pages
ISBN-13 : 9789004691476


The Aesthetics Of Videogames

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This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.

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Genre : Philosophy
Author : Jon Robson
Publisher : Routledge
Release : 2018-03-19
File : 375 Pages
ISBN-13 : 9781351809450


Videogame Sciences And Arts

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This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.

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Genre : Computers
Author : Nelson Zagalo
Publisher : Springer Nature
Release : 2019-12-26
File : 282 Pages
ISBN-13 : 9783030379834


Overcoming The Exploitation Of Passion In Videogame Labor

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Overcoming the Exploitation of Passion in Videogame Labor: Playing with Passion examines the intersection of passion, precarity, and collocation to pinpoint where and how interventions can be made towards better working conditions. Jackson contends that videogames and passion are inextricably linked and explores this intrinsic link where passion is expected and valorized, be it in the context of play, work, or culture. Passion, Jackson argues, is the connective tissue that sews together the shared experiences that people all over the world will undertake through videogames, including winning close matches, experiencing new worlds, and forging new friendships. This book interrogates the outcomes of labor, videogames, and passion colliding – work and play become inextricably linked, and suddenly a ‘passion for games’ becomes an insistent and expected ‘passion for work.’ This, Jackson ultimately posits, leads to the current reality of much of the videogame production industry, where passion is used as a workplace policing tool and a way to push workers to periods of extended work, or crunch periods. Through theorizations regarding passion, bodies, assembly, and assemblage, this text wrestles with what can be done to manifest real change in the videogame industry. Scholars of media studies, technology, and labor studies will find this book of particular interest.

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Genre : Business & Economics
Author : Joshua Jackson
Publisher : Rowman & Littlefield
Release : 2023-02-06
File : 165 Pages
ISBN-13 : 9781666915266


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 a

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Genre : Computers
Author : Neal Roger Tringham
Publisher : CRC Press
Release : 2014-09-10
File : 528 Pages
ISBN-13 : 9781482203899


Rise Of The Videogame Zinesters

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"Anna Anthropy is a key personality in the ongoing paradigm shift that is slowly changing the way videogames are understood, by creators and players, and by the wider culture." —Patrick Alexander, Eegra.com "Equal parts autobiography, ethnography, and how-to manual, this book concisely makes the case for the unique power of 'zinester' games." —Adam Parrish, NYU's Interactive Telecommunication Program (Tisch School of the Arts), and author of the ZZT game "Winter" "These days, everybody can make and distribute a photograph, or a video, or a book. Rise of the Videogame Zinesters shows you that everyone can make a videogame, too. But why should they? For Anna Anthropy, it's not for fame or for profit, but for the strange, aimless beauty of personal creativity.” —Ian Bogost, Director, Graduate Program in Digital Media, Georgia Institute of Technology "Rise is a great guidebook to understanding—and more importantly, participating in—this dynamically evolving culture." —Jim Munroe, co-founder of the Hand Eye Society and the Difference Engine Initiative “Here, Anna Anthropy demonstrates how people from every background and walk of life are breaking free of the commercial cowardice of major publishers, and bringing their individual visions of the game to life. . . . If game design is to be an art, as those of us who love games fervently hope, it must be rescued from its crushing commercial pressures. You can be a part of its future.” —Greg Costikyan, author of I Have No Mouth and I Must Design "Anna gives the world of video games a crucial perspective from her seat of authority within outsider culture, and illustrates how essential it is for the space to empower voices of all kinds if it is to evolve." —Leigh Alexander, editor-at-large of Gamasutra

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Genre : Games & Activities
Author : Anna Anthropy
Publisher : Seven Stories Press
Release : 2012-03-20
File : 209 Pages
ISBN-13 : 9781609803735


Independent Videogames

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Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.

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Genre : Design
Author : Paolo Ruffino
Publisher : Routledge
Release : 2020-10-07
File : 270 Pages
ISBN-13 : 9781000201154


The Effects Of Video Games On Children

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The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.

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Genre : Social Science
Author : Barrie Gunter
Publisher : A&C Black
Release : 1998-01-01
File : 186 Pages
ISBN-13 : 1850758336


The Videogame Style Guide And Reference Manual

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Journalists, stop playing guessing games! Inside the answers to your most pressing questions await: Videogame, one word or two? Xbox, XBox or X-box? What defines a good game review? Fitting neatly between The AP Stylebook and Wired Style, The Videogame Style Guide and Reference Manual is the ultimate resource for game journalists and the first volume to definitively catalogue the breathtaking multibillion-dollar game industry from A to Z. Includes official International Game Journalists Association rules for grammar, spelling, usage, capitalization and abbreviations, plus proven tips and guidelines for producing polished, professional prose about the world's most exciting entertainment biz. Exploring the field from yesterday's humble origins to tomorrow's hottest trends, The Videogame Style Guide and Reference Manual contains all the tools you need to realize a distinguished career in game journalism.

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Genre : Games & Activities
Author : Kyle Orland
Publisher : Lulu.com
Release : 2007
File : 107 Pages
ISBN-13 : 9781430313052