Videogames Studies: Concepts, Cultures, and Communication

Videogames Studies: Concepts, Cultures, and Communication

Author: Monica Evans

Publisher: BRILL

Published: 2020-04-14

Total Pages: 160

ISBN-13: 1848880596

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This volume reflects the discussions that occurred during the 2nd Global Conference on Videogame Cultures and the Future of Interactive Entertainment in July 2010. The chapters in this volume cover four primary topics: new frameworks for game studies and analysis, the various cultures surrounding gaming, questions of ethics and controversial...


Book Synopsis Videogames Studies: Concepts, Cultures, and Communication by : Monica Evans

Download or read book Videogames Studies: Concepts, Cultures, and Communication written by Monica Evans and published by BRILL. This book was released on 2020-04-14 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume reflects the discussions that occurred during the 2nd Global Conference on Videogame Cultures and the Future of Interactive Entertainment in July 2010. The chapters in this volume cover four primary topics: new frameworks for game studies and analysis, the various cultures surrounding gaming, questions of ethics and controversial...


An Introduction to Game Studies

An Introduction to Game Studies

Author: Frans Mäyrä

Publisher: SAGE

Published: 2008-02-18

Total Pages: 415

ISBN-13: 1473902924

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An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.


Book Synopsis An Introduction to Game Studies by : Frans Mäyrä

Download or read book An Introduction to Game Studies written by Frans Mäyrä and published by SAGE. This book was released on 2008-02-18 with total page 415 pages. Available in PDF, EPUB and Kindle. Book excerpt: An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.


An Introduction to Game Studies

An Introduction to Game Studies

Author: Frans Mäyrä

Publisher: SAGE

Published: 2008-02-18

Total Pages: 210

ISBN-13: 1849205396

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An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.


Book Synopsis An Introduction to Game Studies by : Frans Mäyrä

Download or read book An Introduction to Game Studies written by Frans Mäyrä and published by SAGE. This book was released on 2008-02-18 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.


Video Games and Gaming Culture

Video Games and Gaming Culture

Author: Mark J. P. Wolf

Publisher: Routledge

Published: 2016

Total Pages: 0

ISBN-13: 9781138811256

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Video and interactive computer games now constitute an enormous industry that rivals television and film. Moreover, gaming is of growing importance in spheres beyond mere entertainment; games and gaming technology are increasingly applied to other ends, including for educational, political, and military purposes. Perhaps unsurprisingly, therefore, the cultural, social, and economic significance of games and gaming is now profound, and ripe for scholarly scrutiny and study. As research continues to flourish, this new collection offers a multi-dimensional overview of games and gaming culture and brings together in four volumes the very best foundational and cutting-edge scholarship.


Book Synopsis Video Games and Gaming Culture by : Mark J. P. Wolf

Download or read book Video Games and Gaming Culture written by Mark J. P. Wolf and published by Routledge. This book was released on 2016 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video and interactive computer games now constitute an enormous industry that rivals television and film. Moreover, gaming is of growing importance in spheres beyond mere entertainment; games and gaming technology are increasingly applied to other ends, including for educational, political, and military purposes. Perhaps unsurprisingly, therefore, the cultural, social, and economic significance of games and gaming is now profound, and ripe for scholarly scrutiny and study. As research continues to flourish, this new collection offers a multi-dimensional overview of games and gaming culture and brings together in four volumes the very best foundational and cutting-edge scholarship.


Engaging with Videogames: Play, Theory and Practice

Engaging with Videogames: Play, Theory and Practice

Author: Dawn Stobbart

Publisher: BRILL

Published: 2019-01-04

Total Pages: 297

ISBN-13: 1848882955

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This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.


Book Synopsis Engaging with Videogames: Play, Theory and Practice by : Dawn Stobbart

Download or read book Engaging with Videogames: Play, Theory and Practice written by Dawn Stobbart and published by BRILL. This book was released on 2019-01-04 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.


Exploring Videogames: Culture, Design and Identity

Exploring Videogames: Culture, Design and Identity

Author: Nick Webber

Publisher: BRILL

Published: 2019-01-04

Total Pages: 189

ISBN-13: 1848882408

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This volume was first published by Inter-Disciplinary Press in 2013. This volume brings together perspectives on videogames and interactive entertainment from film and media studies, Russian studies, health, philosophy and human-computer interaction, among others. It includes theoretically and practically-informed explorations of the nature of games, their design and development, and their communities and culture.


Book Synopsis Exploring Videogames: Culture, Design and Identity by : Nick Webber

Download or read book Exploring Videogames: Culture, Design and Identity written by Nick Webber and published by BRILL. This book was released on 2019-01-04 with total page 189 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume was first published by Inter-Disciplinary Press in 2013. This volume brings together perspectives on videogames and interactive entertainment from film and media studies, Russian studies, health, philosophy and human-computer interaction, among others. It includes theoretically and practically-informed explorations of the nature of games, their design and development, and their communities and culture.


The Routledge Handbook of Translation and Media

The Routledge Handbook of Translation and Media

Author: Esperança Bielsa

Publisher: Routledge

Published: 2021-12-24

Total Pages: 567

ISBN-13: 1000478513

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The Routledge Handbook of Translation and Media provides the first comprehensive account of the role of translation in the media, which has become a thriving area of research in recent decades. It offers theoretical and methodological perspectives on translation and media in the digital age, as well as analyses of a wide diversity of media contexts and translation forms. Divided into four parts with an editor introduction, the 33 chapters are written by leading international experts and provide a critical survey of each area with suggestions for further reading. The Handbook aims to showcase innovative approaches and developments, bridging the gap between currently separate disciplinary subfields and pointing to potential synergies and broad research topics and issues. With a broad-ranging, critical and interdisciplinary perspective, this Handbook is an indispensable resource for all students and researchers of translation studies, audiovisual translation, journalism studies, film studies and media studies.


Book Synopsis The Routledge Handbook of Translation and Media by : Esperança Bielsa

Download or read book The Routledge Handbook of Translation and Media written by Esperança Bielsa and published by Routledge. This book was released on 2021-12-24 with total page 567 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Handbook of Translation and Media provides the first comprehensive account of the role of translation in the media, which has become a thriving area of research in recent decades. It offers theoretical and methodological perspectives on translation and media in the digital age, as well as analyses of a wide diversity of media contexts and translation forms. Divided into four parts with an editor introduction, the 33 chapters are written by leading international experts and provide a critical survey of each area with suggestions for further reading. The Handbook aims to showcase innovative approaches and developments, bridging the gap between currently separate disciplinary subfields and pointing to potential synergies and broad research topics and issues. With a broad-ranging, critical and interdisciplinary perspective, this Handbook is an indispensable resource for all students and researchers of translation studies, audiovisual translation, journalism studies, film studies and media studies.


Independent Videogames

Independent Videogames

Author: Paolo Ruffino

Publisher: Routledge

Published: 2020-10-07

Total Pages: 270

ISBN-13: 1000201155

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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.


Book Synopsis Independent Videogames by : Paolo Ruffino

Download or read book Independent Videogames written by Paolo Ruffino and published by Routledge. This book was released on 2020-10-07 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.


Digital Disruption and Media Transformation

Digital Disruption and Media Transformation

Author: Alexander Godulla

Publisher: Springer Nature

Published: 2023-10-19

Total Pages: 275

ISBN-13: 3031399404

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This book presents a comprehensive compilation of the latest research into digital disruption in the media industry. The perspectives are differentiated into innovation triggers in the media industry stemming from the economy, society and technology. In addition, the book highlights selected case studies exploring new media actors and usage, innovation and disruption in media organizations, emerging media platforms and channels, as well as innovative media topics and events. The book is intended for researchers in communication sciences and media research, as well as media practitioners who want to understand the causes and effects of digital transformation in the media industry.


Book Synopsis Digital Disruption and Media Transformation by : Alexander Godulla

Download or read book Digital Disruption and Media Transformation written by Alexander Godulla and published by Springer Nature. This book was released on 2023-10-19 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a comprehensive compilation of the latest research into digital disruption in the media industry. The perspectives are differentiated into innovation triggers in the media industry stemming from the economy, society and technology. In addition, the book highlights selected case studies exploring new media actors and usage, innovation and disruption in media organizations, emerging media platforms and channels, as well as innovative media topics and events. The book is intended for researchers in communication sciences and media research, as well as media practitioners who want to understand the causes and effects of digital transformation in the media industry.


Board Games as Media

Board Games as Media

Author: Paul Booth

Publisher: Bloomsbury Publishing USA

Published: 2021-01-14

Total Pages: 297

ISBN-13: 1501357182

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Leading expert Paul Booth explores the growth in popularity of board games today, and unpacks what it means to read a board game. What does a game communicate? How do games play us? And how do we decide which games to play and which are just wastes of cardboard? With little scholarly research in this still-emerging field, Board Games as Media underscores the importance of board games in the ever-evolving world of media.


Book Synopsis Board Games as Media by : Paul Booth

Download or read book Board Games as Media written by Paul Booth and published by Bloomsbury Publishing USA. This book was released on 2021-01-14 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: Leading expert Paul Booth explores the growth in popularity of board games today, and unpacks what it means to read a board game. What does a game communicate? How do games play us? And how do we decide which games to play and which are just wastes of cardboard? With little scholarly research in this still-emerging field, Board Games as Media underscores the importance of board games in the ever-evolving world of media.