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Book
x, 251 p. : ill.
This is a book on the glory days and tragic end of college boxing. "Lords of the Ring" revives the exciting era - now forgotten - when college boxing attracted huge crowds, outdrawing the professional bouts. On the same night in 1940 when Joe Louis defended his heavyweight crown before 11,000 fans in New York's Madison Square Garden, collegiate boxers battled before 15,000 fans in Madison...Wisconsin. "Lords of the Ring" tells the whole extraordinary story of how and why this popular college sport abruptly ended in 1960, based on dozens of interviews and extensive examination of newspaper microfilm, boxing records, and memorabilia.
(source: Nielsen Book Data)9780299204242 20160619
Book
[109] p. : col. maps ; 19 x 25 cm.
Green Library
Book
ix, 177 p. : ill., maps ; 23 cm.
  • List of figures List of contributors Introduction: Ringbearers 1. Following in the Footsteps of Fellowship: A Tale of There and Back Again text/translation/tolkienisation . Douglas Brown & Tanya Krzywinska 2. When Fans become Players: LOTRO in a transmedial world perspective. Lisbeth Klastrup & Susana Tosca 3. The Place of Role-playing in MMORPGs. Esther MacCallum-Stewart 4. Narrative Generation in The Lord of the Rings Online. Gordon Calleja 5. From the Demonic Tradition to Art-Evil in Digital Games: Monstrous Pleasures in Lord of the Rings Online. Frans Mayra 6. Crafting in The Lord of the Rings Online. Justin Parsler 7. Unrealistic Expectations. Richard A. Bartle Index.
  • (source: Nielsen Book Data)9780719082924 20160607
*Ringbearers* collects together essays by established and leading figures within Game Studies, each focused on different aspects of the Massively Multiplayer Online game The Lord of the Rings Online. The authors played the game extensively, yet they each come to it with different questions. Some essays focus on what players do with and in the game, whether that means asking about the opportunities provided for role-play or asking how the knowledge that fans bring to the game informs their experience of it. Others focus on the design of the game: for example the handling of narrative and its temporal dimensions, the articulation of core themes into ludic form, or the representational and aural strategies used. Moral rhetorics solicit discussion from various perspectives, as does the treatment of horror and the 'other'. Particular game mechanics are analysed in detail such as the game's crafting economy, or, more generally, the development of improbable conventions that players have learned to accept as the grammar of games. As well as Design, Media and Game Studies students and scholars, Ringbearers will also prove of interest to those studying adaptation and to scholar-fans of JRR Tolkein's massively influential and popular fictional work.
(source: Nielsen Book Data)9780719082924 20160607
Green Library
Book
x, 133 pages ; 23 cm.
  • Preface 1. Exploring Possibilities (Runes of Magic) 2. Selecting a World (Uru: Myst Online) 3. Achieving a Goal (Defiance) 4. Seeking Truth (Tabula Rasa) 5. Combatting Heresy (Perfect World) 6. Singing a Song (EverQuest) 7. Uniting a Couple (Guild Wars 2) 8. Enduring Horror (Age of Conan) 9. Insuring Hope (Elder Scrolls Online) 10. Resting in Peace (Lord of the Rings Online).
  • (source: Nielsen Book Data)9781137490605 20160618
Avatars through which players experience computer games can virtually resurrect deceased members of the player's family, to become spiritual mentors for the player, to memorialize lost loved ones, and to transform grief into continuing love. Avatar was originally a religious concept, and can be again, referring to a simulation of the dearly departed, created through partnership between a computer and a survivor. This book demonstrates principles of Ancestor Veneration Avatars (AVAs), by running avatars based on eleven deceased members of one family through ten highly diverse virtual worlds, from the violent Defiance to the intellectual Uru: Myst Online, from the early EverQuest to the recent Elder Scrolls Online, and from the pessimistic Age of Conan to the optimistic Lord of the Rings Online.
(source: Nielsen Book Data)9781137490605 20160618
SAL3 (off-campus storage)
Book
x, 228 p. : ill. ; 23 cm.
Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien's obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles.
(source: Nielsen Book Data)9780786458950 20160605
Green Library
Book
vii, 276 pages ; 24 cm
"The Lord of the Rings "meets "Moneyball" in this unique and authoritative book on Dungeons & Dragons--from the game's origins through its rise to cultural prominence, and its ripple effect on popular culture today. Even if you've never played Dungeons & Dragons, you probably know someone who has (whether or not they're willing to admit it). Released in 1974--decades before video games and the Internet took over the gaming world--Dungeons & Dragons became one of the original nerd subcultures, and is still revered by over thirty million fans today. Now Forbes senior editor David M. Ewalt explores the rich history of the game, revealing the magic that enlivened his youth, and has since re-entered his adult life in a whole new way. From its roots on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, "Of Dice and Men" recounts the development of a game played by some of most fascinating people in the world. Chronicling the surprising history of D&D's origins (one largely unknown even to hardcore players) while examining the game's profound impact, Ewalt weaves laser-sharp cultural analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative and memoir, "Of Dice and Men" sheds light on America's most popular (and widely misunderstood) form of collaborative entertainment.
(source: Nielsen Book Data)9781451640526 20160612
Green Library
Book
1 electronic text (viii, 105 p.) : ill.
  • 1. Introduction: 1.1. Types of online multiplayer games; 1.2. Preserving game history; 1.3. Intellectual approaches to games; 1.4. Research topic areas
  • 2. Historical-cultural origins: 2.1. A Tale in the Desert; 2.2. Dark Age of Camelot; 2.3. Age of Conan; 2.4. Lord of the Rings online; 2.5. StarWars Galaxies
  • 3. Technical constraints: 3.1. Latency; 3.2. Sharding; 3.3. Graphics
  • 4. Rolecoding and social control: 4.1. Systems of rules; 4.2. Deviant behavior; 4.3. Game masters and mentors; 4.4. Legal regime
  • 5. Personality and motivation: 5.1. Psychological theories and typologies; 5.2. Game-based theories; 5.3. Theoretical debates; 5.4. Non-player character personality
  • 6. Avatars and characters: 6.1. Building a bond with an avatar; 6.2. The quality of avatar relationships; 6.3. Secondary avatars; 6.4. Facing the end
  • 7. Virtual professions and economies: 7.1. Work in StarWars Galaxies; 7.2. Production in World of Warcraft; 7.3. Division of labor in professions
  • 8. Social relations inside games: 8.1. Emergent social organization; 8.2. Examples of guilds; 8.3. Quantitative research on guilds
  • 9. Implications for external society: 9.1. The online game penumbra; 9.2. What people learn in online games; 9.3. Research opportunities
  • Bibliography
  • Author's biography.
This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society.
dx.doi.org Synthesis Digital Library
Book
ix, 226 pages ; 24 cm.
  • Introduction 1. Nerd Ecology 2. Stellar Cosmopolitans: Star Trek and a Federation of Species 3. The Destruction of the Sky: Virtual Worlds as Refuge 4. The Great Music: Restoration as Counter-Apocalypse in the Tolkien Legendarium 5. Slayer and Signal: Joss Whedon Versus the Big Bads 6. Icons of Survival: Metahumanism as Planetary Defense Conclusion.
  • (source: Nielsen Book Data)9781472567635 20161228
Drawing on a wide range of examples from literature, comics, film, television and digital media, Nerd Ecology is the first substantial ecocritical study of nerd culture's engagement with environmental issues. Exploring such works as Star Trek, Tolkien's Lord of the Rings, The Matrix, Joss Whedon's Buffy the Vampire Slayer and Firefly, the fiction of Thomas Pynchon, The Hunger Games, and superhero comics such as Green Lantern and X-Men, Anthony Lioi maps out the development of nerd culture and its intersections with the most fundamental ecocritical themes. In this way Lioi finds in the narratives of unpopular culture - narratives in which marginalised individuals and communities unite to save the planet - the building blocks of a new environmental politics in tune with the concerns of contemporary ecocritical theory and practice.
(source: Nielsen Book Data)9781472567635 20161228
SAL3 (off-campus storage)
Book
xviii, 342 p. : ill. ; 24 cm + 1 DVD (4 3/4 in.)
Approximately two million people play on line massively multi player games (MMGs), and more than 300,000 have signed on in just the last six months. In 2004, these games earned $440 million in the US and Europe. This book helps would-be gamers select the right game for them, choose a guild or group that best suits their playing style, get up to speed on rules and strategies, join the fray, and avoid getting outdone in that first gaming session by more experienced gamers. The author covers the history of MMGs and delivers the lowdown on the XBox Live service as well as top games like "World of Warcraft", "Final Fantasy Online", "Everquest" I and II, "Ultima Online", "Dark Age of Camelot", "City of Heroes", "Lineage", "Star Wars Galaxies", "D&D Online", "Lord of the Rings Online", "The Matrix Online", "Tabula Rasa", and "EVE Online". The DVD contains trial versions of popular MMGs that readers can try for free.
(source: Nielsen Book Data)9780471752738 20160528
Green Library
Book
256 p. : col. ill., col. maps ; 30 cm.
Cartography is both a science and an art; as such, it provides marvelous waypoints for changes in different cultures through history. But it can also be a weapon, or at least a potentially destructive undertaking. Anyone who doubts this need only trace the bitter history of the Balkans or of the entire continent of Africa back to what may have seemed some rational and innocuous boundaries sketched on paper. Some of the maps in this book had devastating consequences, such as the 1885 map of Africa that carved up the continent among the European colonial powers. Other maps are simply beautiful, such as the dot painting "Dreamtime" map of the Australian Aborigines or the Jainist cosmographical chart of the 15th century. Others are mysterious, like the rock maps of Siberia, or scientifically outstanding for various reasons, like Captain Cook's map of New Zealand or Landsat mapping from space. Some are fun, like the map of Middle Earth in Lord of the Rings, the most printed map of a non-existent place ever! What all the maps chosen have is their own fascinating story: not just the escape maps and military maps. The cartographic achievement of Lewis and Clark in mapping the West is one of the great adventures, as is the British mapping of all India - which took 60 years. While approachable as a series of amazing short stories, the maps are organized to explain the development of cartography and illuminate the historical, scientific, and sometimes political background.
(source: Nielsen Book Data)9781844860272 20160528
Green Library
Book
xviii, 240 pages : illustrations ; 25 cm.
  • Foreword by Richard Leppert -- Introduction -- Chapter 1: A Tune at the End of the World -- Chapter 2: How Celes Sang -- Chapter 3: Dead Ringers -- Chapter 4: Role-Playing toward a Virtual Musical Democracy -- Chapter 5: The Wizard, the Troll, and the Fortress -- Epilogue -- End Notes -- Works Cited -- Index.
  • (source: Nielsen Book Data)9780199969975 20160613
Video games open portals into fantastical worlds where imaginative play prevails. The virtual medium seemingly provides us with ample opportunities to behave and act out with relative safety and impunity. Or does it? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of our engagements with gaming's audio phenomena-from sonic violence to synthesized operas, from democratic music-making to vocal sexual harassment. Author William Cheng shows how the simulated environments of games empower designers, composers, players, and scholars to test and tinker with music, noise, speech, and silence in ways that might not be prudent or possible in the real world. In negotiating utopian and alarmist stereotypes of video games, Sound Play synthesizes insights from across musicology, sociology, anthropology, communications, literary theory, and philosophy. With case studies that span Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there-in the safe, sound spaces of games-can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here.
(source: Nielsen Book Data)9780199969975 20160613
Green Library
Book
viii, 181 pages : illustrations ; 24 cm
  • Designing the game interface
  • The gameworld as interface
  • The interface as liminal
  • Towards a theory of the gameworld interface.
Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary universe; or it might augment the world of the game with overlays, symbols, and menus. In this book, Kristine Jrgensen investigates both kinds of gameworld interfaces. She shows that although the naturalistic approach may appear more integral to the imaginary world of the game, both the invisible and visible interfaces effectively present information that players need in order to interact with the game and its rules. The symbolic, less naturalistic approach would seem to conflict with the idea of a coherent, autonomous fictional universe; but, Jrgensen argues, gameworlds are not governed by the pursuit of fictional coherence but by the logics of game mechanics. This is characteristic of gameworlds and distinguishes them from other traditional fictional worlds. Jrgensen investigates gameworld interfaces from the perspectives of both game designers and players. She draws on interviews with the design teams of Harmonix Music (producer of Rock Band and other music games) and Turbine Inc. (producer of such massively multiplayer online games as Lord of the Rings Online), many hours of gameplay, and extensive interviews and observations of players. The player studies focus on four games representing different genres: Crysis, Command & Conquer 3: Tiberian Wars, The Sims 2, and Diablo 2. Finally, she presents a theory of game user interfaces and considers the implications of this theory for game design.
(source: Nielsen Book Data)9780262026864 20160616
Green Library
Book
x, 376 p. : ill ; 22 cm.
  • Acknowledgements-- Series Introduction - Genre and Disciplinarity in the Study of Games-- Gerald Voorhees, Josh Call and Katie Whitlock-- Introduction - From Dungeons to Digital Denizens-- Josh Call, Katie Whitlock and Gerald Voorhees-- Section One - Game Master-- Eco-Performance in the Digital RPG Gamescape-- Adele H. Bealer-- The Pathways of Time: Temporality and Procedures in MMORPGs-- Joshua Abboud-- Game and Narrative in Dragon Age: Origins: Playing the Archive in Digital RPGs-- Alice Henton-- When Language Goes Bad: The Localization's Effect on the Gameplay of Japanese RPGs-- Douglas Schules-- The Lord of the Rings Online: Issues in the Adaptation of MMORPGs-- Neil Randall and Kathleen Murphy-- Section Two - In-Character-- Traumatic Origins: Memory, Crisis and Identity in Digital RPGs-- Katie Whitlock-- Risky Business: Neoliberal Rationality and the Computer RPG-- Andrew Baerg-- Postcards from the Other Side: Interactive Revelation in Post-Apocalyptic RPGs-- Zachary McDowell-- Constructing a Powerful Identity in World of Warcraft: A Sociolinguistic Approach to MMORPGs-- Benjamin E. Friedline and Lauren B. Collister-- In the Blood of Dragon Age: Origins: Metaphor and Identity in Digital RPGs-- Karen Zook-- Epic Style: Re-compositional Performance in the Bioware Digital RPG-- Roger Travis-- Section Three - Out-of-Character-- Neoliberal Multiculturalism in Mass Effect: The Government of Difference in Digital RPGs-- Gerald Voorhees-- 'Simply Fighting to Preserve Their Way of Life': Multiculturalism in World of Warcraft-- Christopher Douglas-- From Meaning to Experience: Teaching Fiction Writing with Digital RPGs-- Trent Hergenrader-- Gaming the Meta: Metagame Culture and Player Motivation in RPGs-- Josh Call-- The Generalization of Configurable Being: From RPGs to Facebook-- Chuk Moran-- About the Contributors.
  • (source: Nielsen Book Data)9781441195180 20160608
This book helps readers better understand their own relationships - as players, designers, consumers, and citizens - with digital role playing games. "Dungeons, Dragons, and Digital Denizens" is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games. "Approaches to Digital Game Studies" examines the medium of digital games and brings together a range of voices from different disciplines to ask questions fundamental to game studies. This innovative series advances ongoing conversations and initiates new areas of inquiry in the field. Each volume consists of a collection of essays organized around a single ludic, functional or thematic genre of digital game.
(source: Nielsen Book Data)9781441195180 20160608
Green Library
Book
xi, 477 p. : ill., map ; 24 cm.
  • Truths universally acknowledged : how the "rules" of Doctor Who affect the writing / Lance Parkin
  • In what universe? / Walter Jon Williams
  • Two interviews about Doctor Who / Paul Cornell and Kate Orman
  • On writing Cerebus / Dave Sim
  • The archdiocese of narrative / Rafael Alvarez
  • Intellectual property development in the adventure games industry : a practitioner's view / Robin D. Laws
  • Multi-campaign setting design for role-playing games / Kenneth Hite
  • World without end : the Delta Green open campaign setting / A. Scott Glancy
  • La vie d'Arthur, conflict and cooperation in the great Pendragon campaign / Greg Stafford
  • The game master and the role-playing game campaign / Monte Cook
  • Alice and Dorothy play together / Richard A. Bartle
  • My story never ends / Ken Rolston
  • Storytelling in a multiplayer environment / Matthew P. Miller
  • A brief history of Spore / Chaim Gingold
  • Spaces between : traveling through bleeds, apertures, and wormholes inside the database novel / Norman M. Klein
  • Where stones can speak : dramatic encounters in interactive 3D virtual reality / Tamiko Thiel
  • Moving in place : the question of distributed social cinema / Adriene Jenik and Sarah Lewison
  • Breeze Avenue working paper / Richard Grossman
  • The long arm of Fantômas / David Kalat
  • With strange aeons : H.P. Lovecraft's Cthulhu mythos as one vast narrative / Robert M. Price
  • Deep is the well of the past, should we not call it bottomless? : Thomas Mann's Joseph and his brothers / William E. McDonald
  • Henry Darger's search for the Grail in the guise of a celestial child / Michael Bonesteel
  • Miss Fury and the very personal universe of Tarpe Mills / Trina Robbins
  • Black Lightning's story / Stanford Carpenter
  • See the strings : watchmen and the under-language of media / Stuart Moulthrop
  • Managing multiplicity in superhero comics : an interview with Henry Jenkins / Sam Ford
  • Lost and long-term television narrative / David Lavery
  • Reconnoitering the rim : thoughts on Deadwood, and third seasons / Sean O'Sullivan
  • Absent epic, implied story arcs, and variation on a narrative theme : Doctor Who (2005-) as cult/mainstream TV / Matt Hills
  • Vaster than empire(s), and more slow : the politics and economics of embodiment in Doctor Who / Anne Cranny-Francis and John Tulloch
  • War stories : board wargames and (vast) procedural narratives / Matthew Kirschenbaum
  • Epic spatialities : the production of space in final fantasy games / William H. Huber
  • Arachne challenges minerva : the spinning-out of long narrative in World of Warcraft and Buffy the vampire slayer / Tanya Krzywinska
  • Competing narratives in virtual worlds / Ren Reynolds
  • Warcraft adventures : texts, replay and machinima in a game-based storyworld / Henry Lowood
  • All in the game : The wire, serial storytelling and procedural logic / Jason Mittell.
The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives - featuring an ongoing and intricately developed storyline, many characters, and multiple settings - did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His Brothers, J. R. R. Tolkien's "Lord of the Rings", Marvel's "Spiderman", and the complex stories of such television shows as "Dr. Who", "The Sopranos", and "Lost" all present vast fictional worlds. "Third Person" explores strategies of vast narrative across a variety of media, including video games, television, literature, comic books, tabletop games, and digital art. The contributors - media and television scholars, novelists, comic creators, game designers, and others - investigate such issues as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media phenomena. Chapters of this title examine a range of topics, including storytelling in a multiplayer environment; narrative techniques for a 3,000,000-page novel; continuity (or the impossibility of it) in "Doctor Who"; managing multiple intertwined narratives in superhero comics; the spatial experience of the "Final Fantasy" role-playing games; "World of Warcraft" adventure texts created by designers and fans; and, the serial storytelling of "The Wire". Taken together, the multidisciplinary conversations in "Third Person", along with Harrigan and Wardrip-Fruin's earlier collections "First Person" and "Second Person", offer essential insights into how fictions are constructed and maintained in very different forms of media at the beginning of the twenty-first century.
(source: Nielsen Book Data)9780262232630 20160528
Green Library
Book
xi, 382 pages : illustrations ; 24 cm
  • AcknowledgmentsIntroduction1. Down the Ages: Sport in Ancient and Medieval India2. Empire of Sport: The Early British Impact on Recreation3. White Man's Burden: Teachers, Missionaries, and Administrators4. Players and Patrons: Indian Princes and Sports5. The Empire Strikes Back: The 1911 IFA Shield and Football in Calcutta6. Politics on the Maidan: Sport, Communalism, and Nationalism7. The Early Olympics: India's Hockey Triumphs8. Lords of the Ring: Tales of Wrestlers and Boxers9. Freedom Games: The First Two Decades of Independence10. Domestic Sports: State, Club, Office, and Regiment (1947-1970)11. 1971 and After: The Religion Called Cricket12. Life Beyond CricketNotesIndex.
  • (source: Nielsen Book Data)9780231164900 20160619
Reaching as far back as ancient times, Ronojoy Sen pairs a novel history of India's engagement with sport and a probing analysis of its cultural and political development under monarchy and colonialism, and as an independent nation. Some sports that originated in India have fallen out of favor, while others, such as cricket, have been adopted and made wholly India's own. Sen's innovative project casts sport less as a natural expression of human competition than as an instructive practice reflecting a unique play with power, morality, aesthetics, identity, and money. Sen follows the transformation of sport from an elite, kingly pastime to a national obsession tied to colonialism, nationalism, and free market liberalization. He pays special attention to two modern phenomena: the dominance of cricket in the Indian consciousness and the chronic failure of a billion-strong nation to compete successfully in international sporting competitions, such as the Olympics. Innovatively incorporating examples from popular media and other unconventional sources, Sen not only captures the political nature of sport in India but also reveals the patterns of patronage, clientage, and institutionalization that have bound this diverse nation together for centuries.
(source: Nielsen Book Data)9780231164900 20160619
Green Library

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