Book
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
Book
ix, 333 pages : illustrations ; 24 cm
Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America -- the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.
(source: Nielsen Book Data)9780262034050 20160619
Green Library
Book
xii, 290 pages : illustrations ; 24 cm.
  • Part I: Digital Games as History1. Introduction 2. Interacting with Digital Games as History Part II: Digital Games as Historical Representations 3. Simulation Styles and Epistemologies 4. Time and Space 5. Narrative in Games: Categorising for Analysis 6. Historical Narrative in Digital Games Part III: Digital Games as Systems for Historying 7. Affording Hertiage Experiences, Reenactment and Narrative Historying 8. Digital Games as Historical Reenactment 9. Digital Games as (Counterfactual) Narrative Historying Part IV: Digital Games as a Historical Form 10. Conclusions.
  • (source: Nielsen Book Data)9781138841628 20160718
This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.
(source: Nielsen Book Data)9781138841628 20160718
Green Library
Book
vi, 296 pages ; 22 cm
Green Library
Book
xxxiv, 456 pages : illustrations ; 29 cm.
With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.
(source: Nielsen Book Data)9781522502616 20160830
Green Library
Book
vi, 158 pages ; 24 cm
  • Introduction 1. Videogame Plane 2. The Smooth and Striated 3. Rhizome-Play 4. Ludo-Diagram 5. Artist and Apprentice 6. Molecular Mario 7. Major / Minor.
  • (source: Nielsen Book Data)9781138925533 20160619
Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari's non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do. Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither 'virtual' nor 'real' exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.
(source: Nielsen Book Data)9781138925533 20160619
Green Library
Book
250 pages ; 24 cm
The videogame scene has evolved from the hobby of boys in bedrooms to a popular pastime for anyone with a smartphone. Many of the old guard resent this mainstreaming of games culture--and they've been anything but welcoming. These trolls have created a climate of fear by abusing and harassing women, minorities and anyone who has dared to speak out against misogyny and other problems in the boys' club industry. Game Changers puts these conflicts under the microscope, in Australia and overseas. The book features exclusive interviews with many key figures working to make the videogame world a safe space, including Anita Sarkeesian and Zoe Quinn, two of the women at the centre of the Gamergate abuse. In 2015, they were asked by the United Nations to lead a panel discussion on the 'rising tide of online violence against women and girls'. Authors Dan Golding and Leena van Deventer use their extensive experience in the videogame industry, both as players and professionals, to examine how games culture is growing, diversifying and changing for the better.
Green Library
Book
xvii, 153 pages ; 24 cm
  • Chapter 1: Three Key Elements of Video Games: Rules, Interactivity/Feedback, and Self-Presentation Chapter Two: Education Chapter Three: Prosocial Behaviors Chapter Four: Mood Management Chapter Five: History Chapter Six: Moral Questions Chapter 7: Violence Chapter 8: Harassment Chapter 9: Diversity Issues Chapter 10: Substance Use Chapter 11: Obesity/Depression.
  • (source: Nielsen Book Data)9781498513074 20160823
How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors.
(source: Nielsen Book Data)9781498513074 20160823
Green Library
Book
xii, 514 pages : illustrations ; 24 cm
  • 1. On Psychology.- 2. On Research.- 3. On Law.- 4. On AI.- 5. On Gods & Government.- 6. On Culture & Community.- 7. On Real Life.
  • (source: Nielsen Book Data)9781484217801 20160619
This follow-up volume to MMOs from the Inside Out is a further collection of bold ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. Whereas its predecessor looked at how MMOs can change the world, MMOs from the Outside In: How Psychology, Law, Culture and Real Life see Massively-Multiplayer Role-playing Games looks at how the world can change MMOs - and not always for the better. The aim of this book is to inform an up-coming generation of designers, to alert and educate players and designers-to-be, and to caution those already working in the field who might be growing complacent about society's acceptance of their chosen career. Playing and creating MMOs does not happen in a bubble. MMOs are so packed with potential that those who don't understand them can be afraid, and those who do understand them can neglect their wider impact. Today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What monsters lurk beyond the horizon? What horrors will explorers bring back to torment us? MMOs from the Outside In is for people with a spark of curiosity: it pours gasoline on that spark. It:* Explains how MMOs are perceived, how they could - and perhaps should - be perceived, and how the can contribute to wider society.* Delves into what researchers think about why players play.* Encourages, enthuses, enrages, engages, enlightens, envisions, and enchants.* Doesn't tell you what to think, it tells you to think. What You Will Learn:* The myriad challenges facing MMOs - and to decide for yourself how to address these challenges.* What MMOs bring to the world that it didn't have before.* How MMOs are regarded, and what this means for how they will be regarded in future.* That playing and designing MMOs has implications for those who don't play or design them. Whom This Book is For:MMOs from the Outside In is a book for those who wish to know more about the wider influence of game design in general and MMO design in particular. It's for people who play MMOs, for people who design MMOs, and for people who study MMOs. It's for people with a yearning to see beyond the worlds of their imagination and to change the world around them.
(source: Nielsen Book Data)9781484217801 20160619
Green Library
Book
vi, 195 pages : illustrations ; 23 cm
  • 1. A Brief History of Video Games James D. Ivory 2. The Rise (and Refinement) of Moral Panic Nicholas D. Bowman 3. Are Electronic Games Health Hazards or Health Promoters? Cheryl K. Olson 4. The Influence of Digital Games on Aggression and Violent Crime Mark Coulson and Christopher J. Ferguson 5. Gaming Addiction and Internet Gaming Disorder Mark D. Griffiths 6. Social outcomes: Online game play, social currency, and social ability Rachel Kowert 7. Debating How to Learn From Video Games John L. Sherry 8. Video Games and Cognitive Performance Gillian Dale and C. Shawn Green 9. Exploring Gaming Communities Frans Mayra 10. No black and white in video game land! Why we need to move beyond simple explanations in the video game debate Thorsten Quandt and Rachel Kowert.
  • (source: Nielsen Book Data)9781138831636 20160619
Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.
(source: Nielsen Book Data)9781138831636 20160619
Green Library
Book
x, 287 pages ; 24 cm.
  • Introduction Steven Conway & Jennifer deWinter Section I: Intellectual Property, Privacy, and Copyright 1. Laws of the Game: Intellectual Property in the Video Game Industry Mark Methenitis 2. Digital Locks, Labor, and Play in Canada's Copyright Policy: Filtering Power through Configurations of Game Development Owen Livermore 3. The Princess Doesn't Leave the Castle: How Nintendo's WiiWare Imprisons Indie Game Design Theo Plothe 4. Policies, Terms of Service, and Social Networking Games Stephanie Vie Section II: Rating Systems and Cultural Politics 5. E(SRB) Is for Everyone: Game Ratings and the Practice of Content Evaluation Judd Ethan Ruggill and Ken S. McAllister 6. Games for Grown-Ups?: An Historical Account of the Australian Classification System Steven Conway and Laura M. Crawford 7. Rockstar versus Australia Mark Finn 8. Play Britannia: The Development of U.K. Video Game Policy Ren Reynolds Section III: Violence in Video Games 9. Re-conceptualizing Game Violence: Who Is Being Protected and from What? Gareth Schott and Frans Mayra 10. Playing Around with Causes of Violent Crime: Violent Video Games as a Diversion from the Policy Challenges Involved in Understanding and Reducing Violent Crime James D. Ivory and Adrienne Holz Ivory 11. Banning Violent Video Games in Switzerland: A Public Problem Going Unnoticed Michael Perret 12. Toxic Gamer Culture, Corporate Regulation, and Standards of Behavior among Players of Online Games Thorsten Busch, Kelly Boudreau, and Mia Consalvo Section IV: Politics and Regulations 13. The Right to Play in the Digital Era Tom Apperley 14. Against the Arcade: Video Gaming Regulation and the Legacy of Pinball Carly A. Kocurek 15. Curt Schilling's Gold Coins: Lessons for Creative Industry Policy in Light of the 38 Studios Collapse Randy Nichols 16. The Ban on Gaming Consoles in China: Protecting National Culture, Morals, and Industry within an International Regulatory Framework Bjarke Liboriussen, Andrew White, and Dan Wang 17. Regulating Rape: The Case of RapeLay, Domestic Markets, International Outrage, and Cultural Imperialism Jennifer deWinter Afterword Ashley S. Lipson.
  • (source: Nielsen Book Data)9781138812420 20160619
This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government's refusal (until recently) to allow an R18 rating for digital games, Blizzard's policy in regards to intellectual property, Electronic Arts' corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.
(source: Nielsen Book Data)9781138812420 20160619
Green Library
Book
4 volumes : illustrations ; 24 cm.
  • V. 1. Foundations
  • v. 2. Design and theory
  • v. 3. Play and players
  • v. 4. Cultural contexts.
Green Library
Book
xxvii, 244 pages : illustrations ; 22 cm
"Video gaming: it's a boy's world, right? That's what the industry wants us to think. Why and how we came to comply are what Carly A. Kocurek investigates in this provocative consideration of how an industry's craving for respectability hooked up with cultural narratives about technology, masculinity, and youth at the video arcade. From the dawn of the golden age of video games with the launch of Atari's Pong in 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade, Coin-Operated Americans explores the development and implications of the "video gamer" as a cultural identity. This cultural-historical journey takes us to the Twin Galaxies arcade in Ottumwa, Iowa, for a close look at the origins of competitive gaming. It immerses us in video gaming's first moral panic, generated by Exidy's Death Race (1976), an unlicensed adaptation of the film Death Race 2000. And it ventures into the realm of video game films such as Tron and WarGames, in which gamers become brilliant, boyish heroes.Whether conducting a phenomenological tour of a classic arcade or evaluating attempts, then and now, to regulate or eradicate arcades and coin-op video games, Kocurek does more than document the rise and fall of a now-booming industry. Drawing on newspapers, interviews, oral history, films, and television, she examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys.A case study of this once emergent and now revived medium became the presumed enclave of boys and young men, Coin-Operated Americans is history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video games--and in the digital working world beyond. "-- Provided by publisher.
Green Library
Book
282 pages ; 22 cm
Whether it's Space Invaders, Candy Crush Saga or Grand Theft Auto, video games draw us in and don't let go. In Taiwan, a spate of deaths at gaming cafes is raising a question: why is it that some of us are playing games beyond the limits of our physical wellbeing? Death by Video Game uncovers the real stories behind our video game obsession. Along the way, award-winning journalist Simon Parkin meets the players and game developers at the frontline of virtual extremism, including the New York surgeon attempting to break the Donkey Kong world record; the Minecraft player three years into an epic journey towards the edge of the game's vast virtual world and the German hacker who risked prison to discover the secrets behind Half-Life 2. Investigating the impact of video games on our lives, Death by Video Game will change the way we think about our virtual playgrounds.
(source: Nielsen Book Data)9781782831433 20160619
Green Library
Book
194 pages : color illustrations ; 26 cm
SAL3 (off-campus storage)
Book
268 p. ; 22 cm.
  • Jeux : des imaginaires genrés -- Générique 1: Où passe le genre ? Les jeux vidéo au prisme des théories féministes du cinéma -- "Mais qui êtes-vous, Madame Croft ?" Analyse d'une icône vidéoludique genrée à l'existence plurimédiatique -- L'hypervisibilité de Bayonetta et la vue subjective de Portal et Mirror's Edge : politique des représentations de l'héroïne de jeux vidéo -- King's Quest : Queen's Quest ? -- La princesse est une bombe atomique : approche ludologique du personnage de la princesse dans Braid -- Le Survival Horror : un genre vidéoludique idéal pour une étude genrée -- Joueuses et joueurs : des usages genrés -- Générique 2 Jeu/Genre -- Jouer et dégenrer -- La métamorphose jouable -- Les jeux vidéo au miroir de la télévision : vers une reconfiguration des stéréotypes de genre ? -- Gamer Girls -- Girls play, boys play : les jeux vidéo, le gameplay et l'enseignement.
"Nés dans les années 1960, les jeux vidéo ont, en quelques décennies, accédé au rang de fait économique et culturel majeur. On est en effet bien au délà, aujourd'hui, d'un phénomène générationnel. Smartphones, tablettes, consoles de salon et portatives ont modifie le profil des gamer type. Désormais, on joue a tout âge, filles ou garçons, ensemble ou séparément, en couple en amis, en famille. Les débats sur le sexisme qui ont, recemment agité la communauté des pratiquant.e, s montrent qu'il est nécessaire, voire urgent, de considérer le fait vidéoludique sous l'angle du genre.0 Ce livre est le premier, en France, à aborder de front en interrogeant les dispositifs de mise en scène et de narration qui construisent dans les jeux vidéo le masculin et le féminin, les modalités genrées d'expression et d'identification l'oeuvre dans les relations joueur.se /avatar et les changements introduits par l'avènement des gameuses dans l'univers masculinisé des jeux vidéo."--P. [4] of cover.
Green Library
Book
xiii, 197 pages ; 24 cm.
Green Library
Book
xiii, 274 pages : illustrations ; 24 cm
  • 1. The Whys and Wherefores of Game Analysis 2. Preparing for the Analysis 3. Areas of Analysis - Context 4. Area 2 - Game Overview 5. Area 3 - Formal Elements 6. Writing the Analysis 7. Wrapping Things Up Appendix I: Sample Analyses Appendix II: List of Other Published Analyses.
  • (source: Nielsen Book Data)9780415703277 20160616
Game analysis allows us to understand games better, providing insight into the player-game relationship, the construction of the game, and its sociocultural relevance. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Introduction to Game Analysis serves as an accessible guide to analyzing games using strategies borrowed from textual analysis. Clara Fernandez-Vara's concise primer provides instruction on the basic building blocks of game analysis-examination of context, content and reception, and formal qualities-as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital-from Bioshock and World of Warcraft to Monopoly-and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary.
(source: Nielsen Book Data)9780415703277 20160616
Green Library
Video
1 online resource (1 video file, 60 min.) Sound: digital. Digital: video file; MPEG-4; Flash.
For years, there has been widespread speculation, but very little consensus, about the relationship between violent video games and violence in the real world. Joystick Warriors provides the clearest account yet of the latest research on this issue. Drawing on the insights of media scholars, military analysts, combat veterans, and gamers themselves, the film trains its sights on the wildly popular genre of first-person shooter games, exploring how the immersive experience they offer links up with the larger stories we tell ourselves as a culture about violence, militarism, guns, and manhood. Along the way, it examines the game industrýs longstanding working relationship with the US military and the American gun industry, and offers a riveting examination of the games themselves ́ showing how they work to sanitize, glamorize, and normalize violence while cultivating dangerously regressive attitudes and ideas about masculinity and militarism.
Book
104 pages : 21 illustrations ; 21 cm.
  • Geleitwort der Herausgeber
  • Vorwort
  • Einleitung
  • Fragestellung und Ziele
  • Grundlegende Vorüberlegungen und Definitionen
  • Spielen als Kultur
  • Digitale Spiele als popkultureller Gegenstand
  • Digitale Spiele und Game-Sound : Strukturen und Abgrenzungen
  • Der Gamer : Mehr als ein Rezipient
  • Game-Sound in der Analyse
  • Strukturelle Erscheinungsformen und Funktionen
  • Game-Sound und Genre
  • Game-Sound und Ökonomie
  • Forschungsstand zur Wirkung von Game-Sound
  • Die Wirkung des Game-Sounds auf den Spieler
  • Hypothesen und Operationalisierung
  • Methode und Durchführung
  • Ergebnisse
  • Stichprobenbeschreibung
  • Beschreibung der Ergebnisse
  • Diskussion und Überprüfung der Hypothesen
  • Ausblick
  • Game-Sound-Forschung als Teilgebiet der Popmusikforschung!?
  • Anhang : Fragebogen
  • Quellen
  • Literatur
  • Digitale Spiele
  • Bildnachweise
  • Tabellennachweise.
Music Library

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