The Performance of Video Games: Enacting Identity, History and Culture Through Play, Kelly I. Aliano
Автор: Michael Austin Название: Music Video Games: Performance, Politics, and Play ISBN: 1501308521 ISBN-13(EAN): 9781501308529 Издательство: Bloomsbury Academic Рейтинг: Цена: 26981.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Music Video Games takes a look (and listen) at the popular genre of music games - video games in which music is at the forefront of player interaction and gameplay. With chapters on a wide variety of music games, ranging from well-known console games such as Guitar Hero and Rock Band to new, emerging games for smartphones and tablets, scholars from diverse disciplines and backgrounds discuss the history, development, and cultural impact of music games.
Each chapter investigates important themes surrounding the ways in which we play music and play with music in video games. Starting with the precursors to music games - including Simon, the hand-held electronic music game from the 1980s, Michael Austin's collection goes on to discuss issues in musicianship and performance, authenticity and "selling out," and composing, creating, and learning music with video games. Including a glossary and detailed indices, Austin and his team shine a much needed light on the often overlooked subject of music video games.
Автор: Henthorn Jamie, Kulak Andrew, Purzycki Kristopher Название: The Pokemon Go Phenomenon: Essays on Public Play in Contested Spaces ISBN: 1476674132 ISBN-13(EAN): 9781476674131 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 6653.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This collection of new essays explores what Pokemon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokemon Go from both practical and theoretical angles.
Описание: Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values.
Автор: Allen Robertson Название: America`s Digital Army: Games at Work and War ISBN: 0803285299 ISBN-13(EAN): 9780803285293 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 8151.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
America’s Digital Army is an ethnographic study of the link between interactive entertainment and military power, drawing on Robertson Allen’s fieldwork observing video game developers, military strategists, U.S. Army marketing agencies, and an array of defense contracting companies that worked to produce the official U.S. Army video game, America’s Army. Allen uncovers the methods by which gaming technologies such as America’s Army, with military funding and themes, engage in a militarization of American society that constructs everyone, even nonplayers of games, as virtual soldiers available for deployment.
America’s Digital Army examines the army’s desire for “talented” soldiers capable of high-tech work; beliefs about America’s enemies as reflected in the game’s virtual combatants; tensions over best practices in military recruiting; and the sometimes overlapping cultures of gamers, game developers, and soldiers.
Allen reveals how binary categorizations such as soldier versus civilian, war versus game, work versus play, and virtual versus real become blurred—if not broken down entirely—through games and interactive media that reflect the U.S. military’s ludic imagination of future wars, enemies, and soldiers.
Автор: Parker Felan, Aldred Jessica Название: Beyond the Sea: Navigating Bioshock ISBN: 077355498X ISBN-13(EAN): 9780773554986 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 5010.00 р. Наличие на складе: Поставка под заказ.
Описание: The Bioshock series looms large in the industry and culture of video games for its ambitious incorporation of high-minded philosophical questions and retro-futuristic aesthetics into the ultraviolent first-person shooter genre. Beyond the Sea marks ten years since the release of the original game with an interdisciplinary collection of essays on Bioshock, Bioshock 2, and Bioshock Infinite. Simultaneously lauded as landmarks in the artistic growth of the medium and criticized for their compromised vision and politics, the Bioshock games have been the subject of significant scholarly and critical discussion. Moving past well-trodden debates, Beyond the Sea broadens the conversation by putting video games in dialogue with a diverse range of other disciplines and cultural forms, from parenting psychology to post-humanism, from Thomas Pynchon to German expressionist cinema. Offering bold new perspectives on a canonical series, Beyond the Sea is a timely contribution to our understanding of the aesthetics, the industry, and the culture of video games. Contributors include Daniel Ante-Contreras (Miracosta), Luke Arnott (Western Ontario), Betsy Brey (Waterloo), Patrick Brown (Iowa), Michael Fuchs (Graz), Jamie Henthorn (Catawba), Brendan Keogh (Queensland), Cameron Kunzelman (Georgia), Cody Mejeur (Michigan State), Matthew Thomas Payne (Notre Dame), Gareth Schott (Waikato), Karen Schrier (Marist), Sarah Stang (York/Ryerson), Sarah Thorne (Carleton), John Vanderhoef (California State, Dominguez Hills), Matthew Wysocki (Flagler), Jordan R. Youngblood (Eastern Connecticut State), and Sarah Zaidan (Emerson).
Автор: Antero Garcia, Greg Niemeyer Название: Alternate Reality Games and the Cusp of Digital Gameplay ISBN: 1501316249 ISBN-13(EAN): 9781501316241 Издательство: Bloomsbury Academic Рейтинг: Цена: 25054.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.
Название: Alternate Reality Games and the Cusp of Digital Gameplay ISBN: 1501347195 ISBN-13(EAN): 9781501347191 Издательство: Bloomsbury Academic Рейтинг: Цена: 6743.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Alternate Reality Games (ARGs) challenge what players understand as "real.]? Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional.
With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.
Описание: From Parzival to The Da Vinci Code and Assassin`s Creed, the Knights Templar have captivated artists and audiences for centuries. This study explores why these warrior monks remain prominent in popular culture, how history influenced the myth, and how the myth has influenced literature, film and video games.
Автор: David Church Название: Mortal Kombat: Games of Death ISBN: 0472075225 ISBN-13(EAN): 9780472075225 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 10949.00 р. Наличие на складе: Поставка под заказ.
Описание: Upon its premiere in 1992, Midway’s Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent “fatality” moves performed by photorealistically rendered characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consoles. Along the way, it became one of the world’s most iconic fighting games, and a transmedia franchise that continues to this day.
This book traces Mortal Kombat’s history as an American product inspired by both Japanese video games and Chinese martial-arts cinema, its successes and struggles in adapting to new market trends, and the ongoing influence of its secret-strewn narrative world. After outlining the specific elements of gameplay that differentiated Mortal Kombat from its competitors in the coin-op market, David Church examines the various martial-arts films that inspired its Orientalist imagery, helping explain its stereotypical uses of race and gender. He contextualizes Mortal Kombat and its related controversies within a wider web of transnational and transmedial influences. He also posits the games as a cultural landmark from a moment when public policy attempted to intervene in both the remediation of cinematic aesthetics within interactive digital games and in the transition of public gaming spaces into the domestic sphere. Finally, the book explores how the franchise attempted to conquer other forms of media in the 1990s, lost ground to a new generation of 3D games in the 2000s, and has successfully rebooted itself in the 2010s to reclaim its legacy.
Автор: Garrelts Nate Название: Responding to Call of Duty: Critical Essays on the Game Franchise ISBN: 1476668752 ISBN-13(EAN): 9781476668758 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 3326.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Call of Duty is the most culturally significant video game franchise of the 21st century. Since the first game was released for PC in 2003, the franchise has sold over 250 million copies and been complemented by merchandise ranging from toys and comic books to a special edition Jeep Wrangler. The top players can even compete for millions in prize money in tournaments sanctioned by the Call of Duty World League.While the gaming community has reported on and debated over each development, there has not been much formal scholarship on Call of Duty games. This collection fills that void by examining the ideologically charged campaign mode of major franchise releases, with a special focus on militarism, realism, and gender. After reading this book, you will never just play Call of Duty again.
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