%{search_type} search results

182 catalog results

RSS feed for this result
View results as:
Number of results to display per page
415 pages : illustrations ; 26 cm
  • Contents Introduction: Television Animation and Infrastructure Ecology Part I. The Screen-Brain Apparatus 1. Population Seizure 2. Neurosciences and Television 3. This Stuff Called Blink 4. A Thousand Tiny Blackouts Part II. A Little Social Media History of Television 5. Media Genealogy and Transmedia Ecology 6. A Little History of Japanese Television 7. Television and New Media 8. Sociality or Something Like It 9. Platformativity and Ontopower Part III. Infrastructure Complexes 10. The Family Broadcast Complex 11. The Home Theater Complex 12. The Game Play Complex 13. The Portable Interface Complex Conclusion: Signaletic Animism Notes Bibliography.
  • (source: Nielsen Book Data)9781517904500 20180514
A major work destined to change how scholars and students look at television and animation With the release of author Thomas Lamarre\u2019s field-defining study The Anime Machine, critics established Lamarre as a leading voice in the field of Japanese animation. He now returns with The Anime Ecology, broadening his insights to give a complete account of anime\u2019s relationship to television while placing it within important historical and global frameworks. Lamarre takes advantage of the overlaps between television, anime, and new media-from console games and video to iOS games and streaming-to show how animation helps us think through television in the contemporary moment. He offers remarkable close readings of individual anime while demonstrating how infrastructures and platforms have transformed anime into emergent media (such as social media and transmedia) and launched it worldwide. Thoughtful, thorough illustrations plus exhaustive research and an impressive scope make The Anime Ecology at once an essential reference book, a valuable resource for scholars, and a foundational textbook for students.
(source: Nielsen Book Data)9781517904500 20180514
Green Library
xii, 200 pages : illustrations ; 24 cm.
  • A new perspective on games and families
  • Strengthening family relations
  • Family learning and video games
  • Understanding oneself, each other, and the world
  • Developing a learning culture through gaming
  • Designing for intergenerational play.
How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note.
(source: Nielsen Book Data)9780262037464 20180326
Green Library
x, 138 pages : illustrations ; 23 cm.
Green Library
viii, 143 pages ; 20 cm.
  • ContentsAcknowledgementsNote on the GamesTutorial: The Pokemon GenerationLevel 1.From Farming Simulation to Dystopic Wasteland: Gaming and CapitalismWork and Play - Cultures of Distraction - Pastoral Dystopia, Apocalyptic Utopia No AlternativeLevel 2.Dreamwork: Cyborgs on the Analyst s CouchJapanese Dreams, American Texts The Dreamworld - Repetitions and the Dromena Immersion and WestworldLevel 3.Retro Gaming: The Politics of Former and Future Pleasures90s Rational Gaming Virtual/Reality - Subject, Object, Enjoyment - Jouissance in the ArcadesBonus Features: How to be a Subversive GamerGame IndexEndnotes.
  • (source: Nielsen Book Data)9781509518036 20180115
From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is to borrow a phrase from Slavoj Zizek the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace a powerful arena for constructing our desires or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.
(source: Nielsen Book Data)9781509518036 20180115
Green Library
x, 273 pages : illustrations ; 24 cm.
  • Introduction Part I: Theorizing Procedural Habits 1. Persuasive Technologies in the Rhetoric of Videogames 2. From Persuasive Technologies to Procedural Habits Part II: Thinking Persuasive Technologies Differently 3. Affective Design and the Captivation of Memory in First-Person Shooter Videogames 4. Gamification and Suggestion Technologies (Kairos) Beyond Critique 5. Achieving Eudaimonia in Free-to-Play Social Media Games 6. The Habits of Highly Unsuccessful Nonhuman Computational Actors 7. The Materiality of Play as Public Rhetoric Pedagogy Conclusion.
  • (source: Nielsen Book Data)9781138303270 20171211
The Rhetoric of Videogames as Embodied Practice offers a critical reassessment of embodiment and materiality in rhetorical considerations of videogames. Holmes argues that rhetorical and philosophical conceptions of "habit" offer a critical resource for describing the interplay between thinking (writing and rhetoric) and embodiment. The book demonstrates how Aristotle's understanding of character (ethos), habit (hexis), and nature (phusis) can productively connect rhetoric to what Holmes calls "procedural habits": the ways in which rhetoric emerges from its interactions with the dynamic accumulation of conscious and nonconscious embodied experiences that consequently give rise to meaning, procedural subjectivity, control, and communicative agency both in digital game design discourse and the activity of play.
(source: Nielsen Book Data)9781138303270 20171211
Green Library
245 pages ; 22 cm
  • Introduction: Growing Up Gamer 1. Leveling Up in Life: How Meritocracy Works in Society 2. A Toxic Culture: Studying Gaming's Jerks 3. Coding Meritocracy: Norms of Game Design and Narrative 4. Judging Skill: From World of Warcraft to Kim Kardashian: Hollywood 5. Learning from Others Conclusion: An Obligation to Do Better Acknowledgments Notes Gameography Index.
  • (source: Nielsen Book Data)9781517900410 20180514
An avid gamer and sharp media critic explains meritocracy\u2019s negative contribution to video game culture-and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games\u2019 focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage.The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games-but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.
(source: Nielsen Book Data)9781517900410 20180514
Green Library
xiv, 194 pages : illustrations ; 24 cm.
  • List of Illustrations Preface and Acknowledgements 1 Introduction: Contemporary Culture through the Lens of Video Games 2 The Emergence and Consolidation of Video Games as Culture 3 Video Games and Agency within Neoliberalism and Participatory Culture 4 Video Games as Experience 5 Video Games beyond Escapism: Empathy and Identification 6 Video Gamers and (Post-)Identity 7 Conclusion: This Is Not a Video Game, Or Is It? Index.
  • (source: Nielsen Book Data)9781138655119 20180514
Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data - including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector - Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.
(source: Nielsen Book Data)9781138655119 20180514
Green Library
335 pages ; 25 cm
Collin James is young, creative, and unhappy. A college dropout, he waits tables and spends his free time beautifying the streets of Cambridge, Massachusetts, with his medium of choice: chalk. Collin's art captivates passersby with its vibrant colors and intricate lines--until the moment he wipes it all away. Nothing in Collin's life is meant to last. Then he meets Nina. . . . The daughter of a tech mogul who is revolutionizing virtual reality, Nina Lazare is trying to give back as a high school teacher--but her students won't listen to her. When Collin enters her world, he inspires her to think bigger. Nina wants to return the favor--even if it means losing him. Against this poignant backdrop, Allegra Goodman paints a tableau of students, neighbors, and colleagues: Diana, a teenage girl trying to make herself invisible; her twin brother, Aidan, who's addicted to the games produced by Nina's father; and Daphne, a viral-marketing trickster who unites them all, for better or worse.
Green Library

9. GTFO [2015]

1 online resource (streaming video file) (76 minutes) : digital, .flv file, sound Sound: digital. Digital: video file; MPEG-4; Flash.
Sparked by a public display of sexual harassment in 2012, GTFO pries open the video game world to explore a 20 billion dollar industry that is riddled with discrimination and misogyny. Although half of all gamers are women, females are disproportionately subject to harassment and abuse from other gamers, and are massively under-represented in the video game design world. Through interviews with video game developers, journalists, and academics, GTFO examines the female experience in gaming and begins a larger conversation that will shape the future of the video game world.
1 online resource ( 379 pages.) :.
  • Cover; Half Title; Title; Copyright; Dedicaton; Contents; Introduction. Metagaming: Videogames and the Practice of Play; 1 About, Within, Around, Without: A Survey of Six Metagames; Metagame 1: Triforce; 2 Stretched Skulls: Anamorphic Games and the Memento Mortem Mortis; Metagame 2: Memento Mortem Mortis; 3 Blind Spots: The Phantom Pain, The Helen Keller Simulator, and Disability in Games; Metagame 3: It Is Pitch Black; 4 Hundred Thousand Billion Fingers: Serial Histories of Super Mario Bros; Metagame 4: 99 Exercises in Style.
  • 5 The Turn of the Tide: International E- Sports and the Undercurrency in Dota 2; Metagame 5: Tide Hunter; 6 Breaking the Metagame: Feminist Spoilsports and Magic Circle Jerks; Acknowledgments; Notes; Bibliography; Gameography; Index; A; B; C; D; E; F; G; H; I; J; K; L; M; N; O; P; Q; R; S; T; U; V; W; Y; Z.
379 pages : illustrations ; 22 cm.
"The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don't simply play videogames--we make metagames"-- Provided by publisher.
Green Library
248 pages : illustrations, map ; 23 cm
  • Level 1: A Brief History of Violent Video Games Level 2: Teaching Us to Fear Level 3: Science Wars Level 4: The Grand Theft Fallacy Level 5: The Big Lie about School Shootings Level 6: Video Game Addiction Level 7: Strong Morals and Fit Bodies Level 8: Achievement Unlocked Level 9: A Strategy Guide for Parents About the Authors.
  • (source: Nielsen Book Data)9781942952985 20170530
In family rooms across America, millions of children and teenagers are playing video games, such as Call of Duty, Halo, and Grand Theft Auto, roaming violent virtual worlds--with virtual guns in their hands. In what sometimes seems like an increasingly violent world, it's only natural to worry about the effects of all this pixelated gore. But is that concern misplaced? Authors and psychologists Patrick M. Markey and Christopher J. Ferguson say it is. The media and politicians have been sounding the alarm for years, and with every fresh tragedy involving a young perpetrator comes another flurry of articles about the dangers of violent media. The problem is this: Their fear isn't supported by the evidence. In fact, unlike the video game--trained murder machines depicted in the press, school shooters are actually less likely to be interested in violent games than their peers. In reality, most well-adjusted children and teenagers play violent video games, all without ever exhibiting violent behavior in real life. What's more, spikes in sales of violent games actually correspond to decreased rates of violent crime. If that surprises you, you're not alone--the national dialogue on games and violence has been hopelessly biased. But that's beginning to change. Scholars are finding that not only are violent games not one of society's great evils, they may even be a force for good. In Moral Combat, Markey and Ferguson explore how video games--even the bloodiest--can have a positive impact on everything from social skills to stress, and may even make us more morally sensitive. Tracing the rise of violent games from arcades to online deathmatches, they have spent years on the front lines of the video game debate and now offer a comprehensive overview of the scientific research on gaming. With humor, complete honesty, and extensive research, they separate the myth from the medium. Moral Combat is an irreverent and informative guide to the worries--and wonders--of our violent virtual world.
(source: Nielsen Book Data)9781942952985 20170530
Green Library
vii, 230 pages ; 23 cm.
Do you make small leaps in your chair while attempting challenging jumps in Tombraider? Do you say ""Ouch!"" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture?Video games cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, placing them ""physically"" within the virtual world. Sometimes players may even identify with the characters' ideological motivations. The author explores concepts central to the design and enjoyment of video games, including affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate - the avatar. Gamer and avatar are analyzed as a cybernetic coupling whose dynamics suggest a fulfillment of dramatist Atonin Artaud's vision of the ""body without organs.
(source: Nielsen Book Data)9781476667195 20180416
Green Library
160 pages : illustrations (some color) ; 24 cm.
  • Introduction: The Player's Power to Change the Game [-]1. The Game vs. the Player [-]2. Chapters[-][-]Chapter 1. Lightness of Digital Doll Play [-]1. The KiSS Doll [-]2. From Dolls to Avatars[-]3. The Collaborative Unfolding Game[-]4. Ludic Mutation vs. Ludic Stasis in M.M.O.R.P.G.s[-]5. A Virtual Space of Appearance [-]6. Gender, Identity Play, and the Active Disclosure of the Who [-]7. Disembodied Sensual Pleasure [-]8. Beyond the Dollhouse[-] [-]Chapter 2. Modding: Cross-Over Mutation and Unwelcome Gifts [-]1. A Brief History of First Person Shooter Modding [-]2. Sandbox World-building, Interface Mods, and Expert Cheats [-]3. Artistic Noise in the System [-]4. Cross-Over Mutation of Play Material [-]5. Thieving Parasites [-]6. A Common Sphere of Gifted Games [-]7. Rejected Gifts [-][-]Chapter 3. Activist Game Rhetoric: Clockwork Worlds, Broken Toys, and Harrowing Missions [-]1. The Toy World System[-]2. Overseers of Toy World Operations[-]3. The Ordinariness of Interactive Toy World Equipment[-]4. Player vs. Game[-]5. Harrowing Missions of Refugees[-]6. Broken Toys and the No Play Imperative[-][-]Chapter 4. City as Military Playground: Contested Urban Terrain [-]1. Military Playgrounds [-]2. Military Theories of Urban Occupation[-]3. From Deadly Play to Administrators of Life [-]4. The Artist's Intervention as Situationist Game [-]5. Hacking the City [-]6. Contesting the Terrain[-]7. Funny Resistance [-]8. Points of D tournement[-][-]Chapter 5. Toys of Biopolis[-]1. Biopolitics, Apparatus, Gadget [-]2. The Biocontrol Society[-]3. Augmented Urban Reality and Paidiaic Toys [-]4. A Children's Biopolis[-][-]Chapter 6. A Tactical Sketchbook for Ludic Mutation[-]1. Tactic #1: Elude[-]2. Tactic #2: Mutate from Within[-]3. Tactic #3: The Broken Toy Tactic [-]4. Tactic #4: Artistic Hacktivism[-]5. Tactic #5: Reprogrammable Toy Gadgetry[-][-]Bibliography[-]Index.
  • (source: Nielsen Book Data)9789089647726 20170522
Games, Activism, Art, Critical Media Studies, Ludology, Biopolitics, Serious Games, Gamification.
(source: Nielsen Book Data)9789089647726 20170522
Green Library
viii, 192 pages : illustrations ; 24 cm
The Post-9/11 Video Game: A Critical Examination demonstrates that a new genre of video games arises from the American experience of 9/11. The representations reflect reshaped notions of the (sub)urban spaces, identity and the role of the citizen as a consumer and as a producer of culture. Ouellette and Thompson combine semiotic and rhetorical analysis to bridge the gap between the narratology and ludology strands of game studies in an original interpretation of dominant game franchises Call of Duty, Battlefield, Medal of Honor, Grand Theft Auto and Syphon Filter in both pre- and post- 9/11 game titles. The comparisons reveal striking changes in the iconography of cultural narratives that mainstream audiences were interested in seeing and playing in this period. New York transforms into a symbol of America itself, the mall becomes a symbol of American values, and zombies offer a symbol of foreign invasion. Since these narrative elements can serve differing political purposes and social ends, the focus is not on any particular game, character or narrative aspects but on what those elements come to figure through the genre and what it means to be able to manipulate and to participate in the conflict, at least within the structures, conventions and algorithms of video games. Indeed, these elements transcend traditional genre and platform categories so that post-9/11 representation shapes video games and is shaped by them. Taken together, post-9/11 video games offer a new genre that, in revisiting a national trauma, offers a therapeutic, apolitical solution to the geopolitical upheavals occasioned by 9/11 so that mainstream games become the successor to film and television in the ongoing redefinition American identity, especially masculinity, in times of war and conflict.
(source: Nielsen Book Data)9780786499021 20170703
Green Library
viii, 120 pages ; 22 cm.
  • 1. Introduction: "Just another Day in a War without End": Hideo Kojima and Metal Gear 2. Metal Gear Solid V: The Phantom Pain's Denial of Player Expectations: The War Game that Isn't 3. History, Historicity, and Fiction: Pseudorealities in Ground Zeroes and The Phantom Pain 4. Posttraumatic Stress Disorder in Fiction and Reality: Anguish and Agony 5. The Phantom Pain's Opening Mission: Hospital as Slaughterhouse and an Introduction to Trauma 6. "You Can't Patch a Wounded Soul with a Band-Aid": Manifestations of Trauma in the Characters of Ground Zeroes and The Phantom Pain 7. "Who are you? Snake? It's not you . . . is it?": Contradiction and Fragmentation at Game's End.
  • (source: Nielsen Book Data)9783319627489 20171227
This book explores the video game Metal Gear Solid V's exploration of trauma and posttraumatic stress disorder (PTSD) through a careful analysis of its thematic elements and characters. It also considers the game's complex take on post-9/11 history. Metal Gear Solid V consists of two interrelated titles, Ground Zeroes and The Phantom Pain. Ground Zeroes is examined as a post-9/11 narrative exploring America's use of Guantanamo Bay and the extraordinary rendition program as tools in the War on Terror. The Phantom Pain is examined as a work exploring post-9/11 in trauma, especially in returning soldiers. The characters appearing in both games are given substantial consideration and analysis as embodiments of different forms of PTSD and trauma. This book appeals especially to those interested in video game study, to those who are enthusiasts of video games, and those interested in post-9/11 narratives.
(source: Nielsen Book Data)9783319627489 20171227
Green Library
xiv, 258 pages ; 22 cm
Green Library

18. Queer game studies [2017]

xxxiii, 295 pages : illustrations ; 22 cm
Video games have developed into a rich, growing field at many top universities, but they have rarely been considered from a queer perspective. Immersion in new worlds, video games seem to offer the perfect opportunity to explore the alterity that queer culture longs for, but often sexism and discrimination in gamer culture steal the spotlight. Queer Game Studies provides a welcome corrective, revealing the capacious albeit underappreciated communities that are making, playing, and studying queer games.These in-depth, diverse, and accessible essays use queerness to challenge the ideas that have dominated gaming discussions. Demonstrating the centrality of LGBTQ issues to the gamer world, they establish an alternative lens for examining this increasingly important culture. Queer Game Studies covers important subjects such as the representation of queer bodies, the casual misogyny prevalent in video games, the need for greater diversity in gamer culture, and reading popular games like Bayonetta, Mass Effect, and Metal Gear Solid from a queer perspective. Perfect for both everyday readers and instructors looking to add diversity to their courses, Queer Game Studies is the ideal introduction to the vast and vibrant realm of queer gaming. Contributors: Leigh Alexander; Gregory L. Bagnall, U of Rhode Island; Hanna Brady; Mattie Brice; Derek Burrill, U of California, Riverside; Edmond Y. Chang, U of Oregon; Naomi M. Clark; Katherine Cross, CUNY; Kim d'Amazing, Royal Melbourne Institute of Technology; Aubrey Gabel, U of California, Berkeley; Christopher Goetz, U of Iowa; Jack Halberstam, U of Southern California; Todd Harper, U of Baltimore; Larissa Hjorth, Royal Melbourne Institute of Technology; Chelsea Howe; Jesper Juul, Royal Danish Academy of Fine Arts; merritt kopas; Colleen Macklin, Parsons School of Design; Amanda Phillips, Georgetown U; Gabriela T. Richard, Pennsylvania State U; Toni Rocca; Sarah Schoemann, Georgia Institute of Technology; Kathryn Bond Stockton, U of Utah; Zoya Street, U of Lancaster; Peter Wonica; Robert Yang, Parsons School of Design; Jordan Youngblood, Eastern Connecticut State U.
(source: Nielsen Book Data)9781517900373 20170605
Green Library

19. Art of Atari [2016]

351 pages : illustrations (chiefly color) ; 29 cm
Atari is one of the most recognized names in the world. Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life! Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced! "For me, revisiting the beautiful artwork presented in this book is almost as good as taking a trip in Doc Brown's time machine back to that halcyon era at the dawn of the digital age. But be warned, viewing these images may leave you with an overwhelming desire to revisit the ancient pixelated battlefields they each depict as well." -- from the Foreword by Ernest Cline, author of READY PLAYER ONE Robert V. Conte wrote the Afterword.
(source: Nielsen Book Data)9781524101039 20161213
Green Library
viii, 259 pages : illustrations ; 24 cm
In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the "Japaneseness" of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness -- cultural motifs or technical markers. Games were "localized, " subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.
(source: Nielsen Book Data)9780262034395 20160704
Green Library


Journal articles, e-books, & other e-resources
Articles+ results include