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)
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)
  • 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)
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)
Green Library
Status of items at Green Library
Green Library Status
Stacks Find it
GV1469.34 .S52 C74 2016 Unknown
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)
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)
  • 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)
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)
Green Library
Status of items at Green Library
Green Library Status
Stacks Find it
GV1469.3 .V5225 2016 Unknown
Book
x, 287 pages ; 24 cm.
Green Library
Status of items at Green Library
Green Library Status
Stacks Find it
GV1469.15 .V54 2016 Unavailable In process Request
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.
"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
Status of items at Green Library
Green Library Status
Stacks Find it
GV1469.3 .K6 2015 Unknown
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)
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)
Green Library
Status of items at Green Library
Green Library Status
Stacks Find it
GV1469.17 .S63 P37 2015 Unknown
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.
  • 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
Status of items at Green Library
Green Library Status
Stacks Find it
GV1469.17 .S63 G46 2015 Unknown
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)
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)
  • 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)
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)
Green Library
Status of items at Green Library
Green Library Status
Stacks Find it
GV1469.15 .F46 2015 Unknown
Book
xvi, 215 pages : illustrations ; 24 cm
  • Introduction: Force projection and the Marine eye for battle
  • Shock and awe and air power
  • Network-centric warfare, sensors and total situational awareness
  • "Shock and awe: achieving rapid dominance" and the Iraq invasion
  • Kill boxes, litening pods and the 3d aircraft wing
  • "Keep your eyes out, " fair fighting, and memories of killing
  • Of war porn and pleasure in killing
  • Pornography is the theory, and killing the practice
  • Classic Hollywood combat films
  • Marine Moto on YouTube
  • The Iraq War on television
  • Fallujah, first to fight, and Ludology
  • Ender's Game and the rise of simulation in military training, 1995-2005
  • From combat films to video games
  • The value added to military training
  • Fighting in the digitized streets of Beirut
  • Counterinsurgency and "turning off the killing switch"
  • Empathy, General Mattis and the profound paradox of Marine humanitarianism
  • Haditha, acute stress, and the excesses of occupying force
  • USMC literary culture and warrior ethos
  • "Which way would you run?"
  • Posthuman warfighting
  • Marines in science fiction and in space
  • The post-masculinist Marines and new optics of combat
  • The gladiator robot and the critique of remote warfare
  • Synthetic vision of war; conclusion and epilogue
  • Biopolitics and the costs of war
  • Digital culture and the computational marine
  • Subjectivity lives and dies.
American military power in the War on Terror has increasingly depended on the capacity to see the enemy. The act of seeing-enhanced by electronic and digital technologies-has separated shooter from target, eliminating risk of bodily harm to the remote warrior, while YouTube videos eroticize pulling the trigger and video games blur the line between simulated play and fighting. Light It Up examines the visual culture of the early twenty-first century. Focusing on the Marine Corps, which played a critical part in the invasion and occupation of Iraq, John Pettegrew argues that US military force in the Iraq War was projected through an "optics of combat." Powerful military technology developed in the Iraq and Afghanistan wars has placed war in a new posthuman era. Pettegrew's interviews with marines, as well as his analysis of first-person shooter videogames and combat footage, lead to startling insights into the militarization of popular digital culture. An essential study for readers interested in modern warfare, policy makers, and historians of technology, war, and visual and military culture.
(source: Nielsen Book Data)
  • Introduction: Force projection and the Marine eye for battle
  • Shock and awe and air power
  • Network-centric warfare, sensors and total situational awareness
  • "Shock and awe: achieving rapid dominance" and the Iraq invasion
  • Kill boxes, litening pods and the 3d aircraft wing
  • "Keep your eyes out, " fair fighting, and memories of killing
  • Of war porn and pleasure in killing
  • Pornography is the theory, and killing the practice
  • Classic Hollywood combat films
  • Marine Moto on YouTube
  • The Iraq War on television
  • Fallujah, first to fight, and Ludology
  • Ender's Game and the rise of simulation in military training, 1995-2005
  • From combat films to video games
  • The value added to military training
  • Fighting in the digitized streets of Beirut
  • Counterinsurgency and "turning off the killing switch"
  • Empathy, General Mattis and the profound paradox of Marine humanitarianism
  • Haditha, acute stress, and the excesses of occupying force
  • USMC literary culture and warrior ethos
  • "Which way would you run?"
  • Posthuman warfighting
  • Marines in science fiction and in space
  • The post-masculinist Marines and new optics of combat
  • The gladiator robot and the critique of remote warfare
  • Synthetic vision of war; conclusion and epilogue
  • Biopolitics and the costs of war
  • Digital culture and the computational marine
  • Subjectivity lives and dies.
American military power in the War on Terror has increasingly depended on the capacity to see the enemy. The act of seeing-enhanced by electronic and digital technologies-has separated shooter from target, eliminating risk of bodily harm to the remote warrior, while YouTube videos eroticize pulling the trigger and video games blur the line between simulated play and fighting. Light It Up examines the visual culture of the early twenty-first century. Focusing on the Marine Corps, which played a critical part in the invasion and occupation of Iraq, John Pettegrew argues that US military force in the Iraq War was projected through an "optics of combat." Powerful military technology developed in the Iraq and Afghanistan wars has placed war in a new posthuman era. Pettegrew's interviews with marines, as well as his analysis of first-person shooter videogames and combat footage, lead to startling insights into the militarization of popular digital culture. An essential study for readers interested in modern warfare, policy makers, and historians of technology, war, and visual and military culture.
(source: Nielsen Book Data)
Green Library
Status of items at Green Library
Green Library Status
Stacks Find it
DS79.76 .P482 2015 Unknown
Book
viii, 152 pages : illustrations ; 23 cm
  • Introduction: A different kind of world
  • Introducing the caretakers
  • Those were the days: interacting with beta players
  • Shifting platforms and troubled ground: Faunasphere and Facebook
  • The end of the world
  • "Why am I so heartbroken?": Exploring the bonds between players and fauna
  • Conclusion: Saying goodbye to rock garden.
  • Introduction: A different kind of world
  • Introducing the caretakers
  • Those were the days: interacting with beta players
  • Shifting platforms and troubled ground: Faunasphere and Facebook
  • The end of the world
  • "Why am I so heartbroken?": Exploring the bonds between players and fauna
  • Conclusion: Saying goodbye to rock garden.
Green Library
Status of items at Green Library
Green Library Status
Stacks Find it
GV1469.34 .S52 C66 2015 Unknown
Book
363 pages : illustrations ; 24 cm.
  • 1. Valerie Frissen, Sybille Lammes. Michiel de Lange, Jos de Mul & Joost Raessens - Homo Ludens 2.0: Play, media, and identity[-][-]Part I. Play[-]2. Introduction to Part I - Play[-]3. Kenneth J. Gergen - Playland: Technology, self, and cultural transformation[-]4. Stef Aupers - Spiritual play: Encountering the sacred in World of Warcraft[-]5. Daniel Cermak-Sassenrath - Playful computer interaction[-]6. Menno Deen, Ben Schouten, Tilde Bekker - Playful identity in game design and open ended play[-]7. Ren Glas - Breaking reality: Exploring pervasive cheating in Foursquare [-]8. Valerie Frissen - Playing with bits and bytes. The savage mind in the digital age[-][-]Part II. Media[-]9. Introduction to Part II - Media[-]10. Gordon Calleja - Ludic identities and the magic circle[-]11. Adriana Souza e Silva & Jordan Frith - Location-based mobile games: Interfaces to urban spaces[-]12. Richard Ling - The playful use of mobile phones and its link to social cohesion[-]13. Sybille Lammes - Digital cartographies as playful practices[-]14. Patrick Crogan - Play (for) time[-]15. Joost Raessens - Playful identity politics: How refugee games affect the player's identity[-][-]Part III. Identity[-]16. Introduction to Part III - Identity[-]17. Jeroen Jansz - Playing out identities and emotions[-]18. Jeroen Timmermans - Playing with others: the identity paradoxes of the web as social network[-]19. Leopoldina Fortunati - New media, play and social identities[-]20. Michiel de Lange - Playing life in the metropolis: Mobile media and identity in Jakarta[-]21. Frans M yr - The conflicts within the casual: The culture and identity of casual online play[-]22. Jos de Mul - Afterplay.
  • (source: Nielsen Book Data)
Digital media, Play, Identity, Huizinga, Homo Ludens.
(source: Nielsen Book Data)
  • 1. Valerie Frissen, Sybille Lammes. Michiel de Lange, Jos de Mul & Joost Raessens - Homo Ludens 2.0: Play, media, and identity[-][-]Part I. Play[-]2. Introduction to Part I - Play[-]3. Kenneth J. Gergen - Playland: Technology, self, and cultural transformation[-]4. Stef Aupers - Spiritual play: Encountering the sacred in World of Warcraft[-]5. Daniel Cermak-Sassenrath - Playful computer interaction[-]6. Menno Deen, Ben Schouten, Tilde Bekker - Playful identity in game design and open ended play[-]7. Ren Glas - Breaking reality: Exploring pervasive cheating in Foursquare [-]8. Valerie Frissen - Playing with bits and bytes. The savage mind in the digital age[-][-]Part II. Media[-]9. Introduction to Part II - Media[-]10. Gordon Calleja - Ludic identities and the magic circle[-]11. Adriana Souza e Silva & Jordan Frith - Location-based mobile games: Interfaces to urban spaces[-]12. Richard Ling - The playful use of mobile phones and its link to social cohesion[-]13. Sybille Lammes - Digital cartographies as playful practices[-]14. Patrick Crogan - Play (for) time[-]15. Joost Raessens - Playful identity politics: How refugee games affect the player's identity[-][-]Part III. Identity[-]16. Introduction to Part III - Identity[-]17. Jeroen Jansz - Playing out identities and emotions[-]18. Jeroen Timmermans - Playing with others: the identity paradoxes of the web as social network[-]19. Leopoldina Fortunati - New media, play and social identities[-]20. Michiel de Lange - Playing life in the metropolis: Mobile media and identity in Jakarta[-]21. Frans M yr - The conflicts within the casual: The culture and identity of casual online play[-]22. Jos de Mul - Afterplay.
  • (source: Nielsen Book Data)
Digital media, Play, Identity, Huizinga, Homo Ludens.
(source: Nielsen Book Data)
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Lane Reading Room Find it
GV1469.17 .S63 .P52 2015 Unknown
Book
251 pages ; 24 cm.
  • Playing to Win: An introduction. / Thomas P. Oates and Robert Alan Brookey Part I: Gender Play 1. The Name of the Game is Jocktronics: Sport and Masculinity in Early Video Games / Michael Z. Newman 2. Selling Madden: EA Sports, ESPN, and the NFL / Thomas Patrick Oates 3. Neoliberal Masculinity: The Government of Play and Masculinity in E-Sports / Gerald Voorhees 4. The Social and Gender in Fantasy Sports Leagues / Luke Howie and Perri Campbell 5. Domesticating Sports: The Wii, the Mii and Nintendo's Postfeminist Subject / Rene Powers and Robert Alan Brookey Part II. The Uses of Simulation 6. Avastars: The Encoding of Fame within Sport Digital Games / Steve Conway 7. Keeping it Real: Sports Video Game Advertising and the Fan-Consumer / Cory Hillman and Michael Butterworth 8. Exploiting Nationalism and Banal Cosmopolitanism: EA's FIFA World Cup 2010 / Andrew Baerg 9. Ideology, It's In The Game: Selective Simulation in EA Sports' NCAA Football / Meredith M. Bagley and Ian Summers 10. Yes Wii Can or Can Wii: Theorizing the Possibilities of Video Games as Health Disparity Intervention / David J. Leonard, Sarah Ullrich-French, and Thomas G. Power Contributors Index.
  • (source: Nielsen Book Data)
In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.
(source: Nielsen Book Data)
  • Playing to Win: An introduction. / Thomas P. Oates and Robert Alan Brookey Part I: Gender Play 1. The Name of the Game is Jocktronics: Sport and Masculinity in Early Video Games / Michael Z. Newman 2. Selling Madden: EA Sports, ESPN, and the NFL / Thomas Patrick Oates 3. Neoliberal Masculinity: The Government of Play and Masculinity in E-Sports / Gerald Voorhees 4. The Social and Gender in Fantasy Sports Leagues / Luke Howie and Perri Campbell 5. Domesticating Sports: The Wii, the Mii and Nintendo's Postfeminist Subject / Rene Powers and Robert Alan Brookey Part II. The Uses of Simulation 6. Avastars: The Encoding of Fame within Sport Digital Games / Steve Conway 7. Keeping it Real: Sports Video Game Advertising and the Fan-Consumer / Cory Hillman and Michael Butterworth 8. Exploiting Nationalism and Banal Cosmopolitanism: EA's FIFA World Cup 2010 / Andrew Baerg 9. Ideology, It's In The Game: Selective Simulation in EA Sports' NCAA Football / Meredith M. Bagley and Ian Summers 10. Yes Wii Can or Can Wii: Theorizing the Possibilities of Video Games as Health Disparity Intervention / David J. Leonard, Sarah Ullrich-French, and Thomas G. Power Contributors Index.
  • (source: Nielsen Book Data)
In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.
(source: Nielsen Book Data)
Green Library
Status of items at Green Library
Green Library Status
Stacks Find it
GV1469.34 .S52 P53 2015 Unknown
Book
xi, 268 pages : illustrations ; 23 cm
  • Acknowledgements Notes on the Contributors Introduction Evan W. Lauteria (University of California, Davis, USA) and Matthew Wysocki (Flagler College, USA) The (R)Evolution of Video Games and Sex Intergenerational Tensions: Of Sex and the Hardware Cycle. Rob Gallagher (King's College London, UK) Beyond Rapelay: Self-regulation in the Japanese Erotic Video Game Industry Jeremie Pelletier-Gagnon (University of Alberta, Canada), and Martin Picard (University of Montreal, Canada) Assuring Quality: Early-1990s Nintendo Censorship and the Regulation of Queer Sexuality and Gender Evan W. Lauteria (University of California, Davis, USA) The Newest Significant Medium: Brown v. EMA and the 21st Century Status of Video Game Regulation Zach Saltz (University of Kansas, USA) Explicit Sexual Content in Early Console Video Games Dan Mills (Georgia Highlands College, USA) Video Games and Sexual (Dis)Embodiment The Strange Case of the Misappearance of Sex in Videogames Tanya Krzywinska (Falmouth University, UK). Let's Play Master and Servant: BDSM and Directed Freedom in Game Design Victor Navarro-Remesal (Centre d'Ensenyament Superior Alberta Gimenez, Spain), and Shaila Garcia-Catalan (Universitat Jaume I de Castello, Spain) Countergaming's Porn Parodies, Hard Core and Soft Diana Pozo (University of California, Santa Barbara, USA) Casual Sex: Sex as Currency Within Video Games Casey Hart (Stephen F. Austin State University, USA) "Embraced Eternity" Lately? Mislabeling and Subversion of Sexuality Labels through the Asari in the Mass Effect Trilogy. Summer Glassie (Old Dominion University, USA) Systems/Spaces of Sexual (Im)Possibilities Playing for Intimacy: Love, Lust, and Desire in the Pursuit of Embodied Design. Aaron Trammell (Rutgers University, USA), and Emma Leigh Waldron (Rutgers University, USA) It's Not Just the Coffee That's Hot: Modding Sexual Content in Video Games Matthew Wysocki (Flagler College, USA) "Death by Scissors": Gay Fighter Supreme and the Sexuality That Isn't Sexual Bridget Kies (University of Wisconsin-Milwaukee, USA) Iterative Romance and Button-Mashing Sex: Gameplay Design and Video Games' Nice Guy Syndrome Nicholas Ware (University of Central Florida, USA) Climbing the Heterosexual Maze: Catherine and Queering Spatiality in Gaming Jordan Youngblood (University of Florida, USA) Assessing Player-Connected Versus Player-Disconnected Sex Acts in Video Games Brent Kice (Frostburg State University, USA).
  • (source: Nielsen Book Data)
The word sex has many implications when it is used in connection with video games. As game studies scholars have argued, games are player-driven experiences. Players must participate in processes of play to move the game forward. The addition of content that incorporates sex and/or sexuality adds complexity that other media do not share. Rated M for Mature further develops our understanding of the practices and activities of video games, specifically focusing on the intersection of games with sexual content. From the supposed scandal of "Hot Coffee" to the emergence of same-sex romance options in RPGs, the collection explores the concepts of sex and sexuality in the area of video games.
(source: Nielsen Book Data)
  • Acknowledgements Notes on the Contributors Introduction Evan W. Lauteria (University of California, Davis, USA) and Matthew Wysocki (Flagler College, USA) The (R)Evolution of Video Games and Sex Intergenerational Tensions: Of Sex and the Hardware Cycle. Rob Gallagher (King's College London, UK) Beyond Rapelay: Self-regulation in the Japanese Erotic Video Game Industry Jeremie Pelletier-Gagnon (University of Alberta, Canada), and Martin Picard (University of Montreal, Canada) Assuring Quality: Early-1990s Nintendo Censorship and the Regulation of Queer Sexuality and Gender Evan W. Lauteria (University of California, Davis, USA) The Newest Significant Medium: Brown v. EMA and the 21st Century Status of Video Game Regulation Zach Saltz (University of Kansas, USA) Explicit Sexual Content in Early Console Video Games Dan Mills (Georgia Highlands College, USA) Video Games and Sexual (Dis)Embodiment The Strange Case of the Misappearance of Sex in Videogames Tanya Krzywinska (Falmouth University, UK). Let's Play Master and Servant: BDSM and Directed Freedom in Game Design Victor Navarro-Remesal (Centre d'Ensenyament Superior Alberta Gimenez, Spain), and Shaila Garcia-Catalan (Universitat Jaume I de Castello, Spain) Countergaming's Porn Parodies, Hard Core and Soft Diana Pozo (University of California, Santa Barbara, USA) Casual Sex: Sex as Currency Within Video Games Casey Hart (Stephen F. Austin State University, USA) "Embraced Eternity" Lately? Mislabeling and Subversion of Sexuality Labels through the Asari in the Mass Effect Trilogy. Summer Glassie (Old Dominion University, USA) Systems/Spaces of Sexual (Im)Possibilities Playing for Intimacy: Love, Lust, and Desire in the Pursuit of Embodied Design. Aaron Trammell (Rutgers University, USA), and Emma Leigh Waldron (Rutgers University, USA) It's Not Just the Coffee That's Hot: Modding Sexual Content in Video Games Matthew Wysocki (Flagler College, USA) "Death by Scissors": Gay Fighter Supreme and the Sexuality That Isn't Sexual Bridget Kies (University of Wisconsin-Milwaukee, USA) Iterative Romance and Button-Mashing Sex: Gameplay Design and Video Games' Nice Guy Syndrome Nicholas Ware (University of Central Florida, USA) Climbing the Heterosexual Maze: Catherine and Queering Spatiality in Gaming Jordan Youngblood (University of Florida, USA) Assessing Player-Connected Versus Player-Disconnected Sex Acts in Video Games Brent Kice (Frostburg State University, USA).
  • (source: Nielsen Book Data)
The word sex has many implications when it is used in connection with video games. As game studies scholars have argued, games are player-driven experiences. Players must participate in processes of play to move the game forward. The addition of content that incorporates sex and/or sexuality adds complexity that other media do not share. Rated M for Mature further develops our understanding of the practices and activities of video games, specifically focusing on the intersection of games with sexual content. From the supposed scandal of "Hot Coffee" to the emergence of same-sex romance options in RPGs, the collection explores the concepts of sex and sexuality in the area of video games.
(source: Nielsen Book Data)
Green Library
Status of items at Green Library
Green Library Status
Stacks Find it
GV1469.34 .S52 R37 2015 Unknown
Book
256 pages : illustrations ; 19 cm
  • Introduction: post-escapism: a new discourse on video game culture / Daniel Goldberg & Linus Larsson
  • Advent / Leigh Alexander
  • Bow, nigger / Ian Shanahan
  • Love, twine, and the end of the world / Anna Anthropy
  • The natural: the parameters of afro / Evan Narcisse
  • What it feels like to play the bad guy / Hussein Ibrahim
  • A game I had to make / Zoe Quinn
  • Your humanity is another castle: terror dreams and the harassment of women / Anita Sarkeesian & Katherine Cross
  • The end of gamers / Dan Golding
  • The joy of virtual violence / Cara Ellison & Brendan Keogh
  • The squalid grace of Flappy Bird / Ian Bogost
  • The making of Dust: architecture and the art of level design / David Johnston
  • Game over? A cold war kid reflects on apocalyptic video games / William Knoblauch
  • Ludus interruptus: video games and sexuality / Merritt Kopas
  • The God in the machine: occultism, demiurgic theology, and gnostic self-knowledge in Japanese video games / Ola Wikander.
Sixteen contributors including video game creators, media critics and Internet celebrities discuss the state and stakes of video game culture and describe how the digital world has collided with real-life art, sex and race and class politics. --Publisher's description.
  • Introduction: post-escapism: a new discourse on video game culture / Daniel Goldberg & Linus Larsson
  • Advent / Leigh Alexander
  • Bow, nigger / Ian Shanahan
  • Love, twine, and the end of the world / Anna Anthropy
  • The natural: the parameters of afro / Evan Narcisse
  • What it feels like to play the bad guy / Hussein Ibrahim
  • A game I had to make / Zoe Quinn
  • Your humanity is another castle: terror dreams and the harassment of women / Anita Sarkeesian & Katherine Cross
  • The end of gamers / Dan Golding
  • The joy of virtual violence / Cara Ellison & Brendan Keogh
  • The squalid grace of Flappy Bird / Ian Bogost
  • The making of Dust: architecture and the art of level design / David Johnston
  • Game over? A cold war kid reflects on apocalyptic video games / William Knoblauch
  • Ludus interruptus: video games and sexuality / Merritt Kopas
  • The God in the machine: occultism, demiurgic theology, and gnostic self-knowledge in Japanese video games / Ola Wikander.
Sixteen contributors including video game creators, media critics and Internet celebrities discuss the state and stakes of video game culture and describe how the digital world has collided with real-life art, sex and race and class politics. --Publisher's description.
Green Library
Status of items at Green Library
Green Library Status
Stacks Find it
GV1469.34 .S52 S73 2015 Unknown
Book
154 pages : illustrations ; 24 cm.
Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game's initial play difficulty (a system Atari dubbed "SkillStep"), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest's landmark qualities, exploring the game's aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game's latent and manifest audio-visual iconography and the ideological meanings this iconography evokes.
(source: Nielsen Book Data)
Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game's initial play difficulty (a system Atari dubbed "SkillStep"), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest's landmark qualities, exploring the game's aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game's latent and manifest audio-visual iconography and the ideological meanings this iconography evokes.
(source: Nielsen Book Data)
Green Library
Status of items at Green Library
Green Library Status
Stacks Find it
GV1469.35 .T46 R85 2015 Unknown
Book
xii, 192 pages : illustrations ; 24 cm.
  • 1. Oppositional Play and the Discourses of Legitimacy 2. Watching from Beyond - The Challenges of Studying Oppositional User Generated Content 3. Griefing - Dominating and Controlling other Players 4. Glitching - (Bending) Finding, Sharing and Using Videogame Exploits 5. Hacking - The Production of Modified Consoles 6. Modding and System Hacking - The Utilisation of Modified Consoles 7. Contextualising Oppositional Play.
  • (source: Nielsen Book Data)
This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay. Using ethnographic research, Alan Meades not only to gives voice to counterplayers, but reframes counterplay as a complex practice with contradictory motivations that is anything but reducible to simply being hostile to play, players, or commercial videogames. The book offers a grounded and pragmatic exploration of counterplay, framing it as an unavoidable by-product of interaction of mass audiences with compelling and culturally important texts.
(source: Nielsen Book Data)
  • 1. Oppositional Play and the Discourses of Legitimacy 2. Watching from Beyond - The Challenges of Studying Oppositional User Generated Content 3. Griefing - Dominating and Controlling other Players 4. Glitching - (Bending) Finding, Sharing and Using Videogame Exploits 5. Hacking - The Production of Modified Consoles 6. Modding and System Hacking - The Utilisation of Modified Consoles 7. Contextualising Oppositional Play.
  • (source: Nielsen Book Data)
This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay. Using ethnographic research, Alan Meades not only to gives voice to counterplayers, but reframes counterplay as a complex practice with contradictory motivations that is anything but reducible to simply being hostile to play, players, or commercial videogames. The book offers a grounded and pragmatic exploration of counterplay, framing it as an unavoidable by-product of interaction of mass audiences with compelling and culturally important texts.
(source: Nielsen Book Data)
Green Library
Status of items at Green Library
Green Library Status
Stacks Find it
GV1469.34 .S52 R67 2015 Unknown
Book
300 pages : illustrations ; 21 cm.
Green Library
Status of items at Green Library
Green Library Status
Stacks Find it
GV1469.34 .S49 V47 2015 Unavailable At bindery Request
Book
x, 191 pages : illustrations ; 23 cm.
  • Contents: War Culture - The Militarization of Society - Video Games, Digital Culture, and the Militarization of the Young - Propaganda and Video Games - The First Person Shooter - The Military Habitus - Drone Strike - The "Information Empire" - War without End?
  • (source: Nielsen Book Data)
The impact that First Person Shooter video games have had on the evolution of youth culture over a decade or more has been the focus of attention from political leaders; medical and legal specialists; and the mass media. Much of the discussion concerning these games has focused on the issues of the violence that is depicted in the games and on the perceived psychological and social costs for individuals and society. What is not widely canvassed in the public debate generated by violent video games is the role that military-themed games play in the wider process of militarization. The significance of this genre of gaming for the creation of a militarized variant of youth culture warrants closer interrogation. War/Play critically examines the role that militarized video games such as Call of Duty play in the lives of young people and the impact these games have had on the evolution of youth culture and the broader society. The book examines and critiques the manner in which the habits and social interactions of young people, particularly boys and young men, have been reconfigured through a form of pedagogy embedded within this genre.
(source: Nielsen Book Data)
  • Contents: War Culture - The Militarization of Society - Video Games, Digital Culture, and the Militarization of the Young - Propaganda and Video Games - The First Person Shooter - The Military Habitus - Drone Strike - The "Information Empire" - War without End?
  • (source: Nielsen Book Data)
The impact that First Person Shooter video games have had on the evolution of youth culture over a decade or more has been the focus of attention from political leaders; medical and legal specialists; and the mass media. Much of the discussion concerning these games has focused on the issues of the violence that is depicted in the games and on the perceived psychological and social costs for individuals and society. What is not widely canvassed in the public debate generated by violent video games is the role that military-themed games play in the wider process of militarization. The significance of this genre of gaming for the creation of a militarized variant of youth culture warrants closer interrogation. War/Play critically examines the role that militarized video games such as Call of Duty play in the lives of young people and the impact these games have had on the evolution of youth culture and the broader society. The book examines and critiques the manner in which the habits and social interactions of young people, particularly boys and young men, have been reconfigured through a form of pedagogy embedded within this genre.
(source: Nielsen Book Data)
Green Library
Status of items at Green Library
Green Library Status
Stacks Find it
GV1469.34 .S52 M375 2015 Unknown
Book
1 online resource (260 pages).
  • Agency Interdisciplinary
  • Interactivity and Play
  • From Media Use to Doing Media
  • Agency as a Mode of Involvement
  • Levels and Points of Agency
  • Textuality and Agency
  • Exemplary Analyses
  • The Quality of Agency in the Media.
What happens to our sense of agency, our general ability to perform actions in our lifeworlds, in the course of media reception and appropriation? Whilst considering media communication as a special form of social action, this work reconsiders the key concepts of social action theory, pragmatism, communication theory, as well as film, game, and television theory. It thus integrates agency as the key to understanding 'doing media' and at the same time conceptualizes agency as a specific mode of involvement across media boundaries. This approach amalgamates miscellaneous ideas and conceptions such as interactivity, participation, cognitive control, play or empowerment and applies the theoretical considerations on the basis of textual analyses of the films Inception and The Proposal, the TV shows Lost and I'm a Celebrity and the video games Grand Theft Auto IV, and The Walking Dead. Contents -Agency Interdisciplinary -Interactivity and Play -From Media Use to Doing Media -Agency as a Mode of Involvement -Levels and Points of Agency -Textuality and Agency - Exemplary Analyses -The Quality of Agency in the Media Target Groups -Researchers and students of Media Studies in general, game studies, film studies, and television studies The Author Dr. Susanne Eichner is lecturer at the Academy of Film and Television, Potsdam-Babelsberg (Hochschule für Film und Fernsehen 'Konrad Wolf') in the department of Media Studies.
  • Agency Interdisciplinary
  • Interactivity and Play
  • From Media Use to Doing Media
  • Agency as a Mode of Involvement
  • Levels and Points of Agency
  • Textuality and Agency
  • Exemplary Analyses
  • The Quality of Agency in the Media.
What happens to our sense of agency, our general ability to perform actions in our lifeworlds, in the course of media reception and appropriation? Whilst considering media communication as a special form of social action, this work reconsiders the key concepts of social action theory, pragmatism, communication theory, as well as film, game, and television theory. It thus integrates agency as the key to understanding 'doing media' and at the same time conceptualizes agency as a specific mode of involvement across media boundaries. This approach amalgamates miscellaneous ideas and conceptions such as interactivity, participation, cognitive control, play or empowerment and applies the theoretical considerations on the basis of textual analyses of the films Inception and The Proposal, the TV shows Lost and I'm a Celebrity and the video games Grand Theft Auto IV, and The Walking Dead. Contents -Agency Interdisciplinary -Interactivity and Play -From Media Use to Doing Media -Agency as a Mode of Involvement -Levels and Points of Agency -Textuality and Agency - Exemplary Analyses -The Quality of Agency in the Media Target Groups -Researchers and students of Media Studies in general, game studies, film studies, and television studies The Author Dr. Susanne Eichner is lecturer at the Academy of Film and Television, Potsdam-Babelsberg (Hochschule für Film und Fernsehen 'Konrad Wolf') in the department of Media Studies.
Book
x, 217 pages : illustrations ; 24 cm
  • Videogames as avant-garde art
  • Radical formal
  • Radical political
  • Complicit formal
  • Complicit political
  • Narrative formal
  • Narrative political.
The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde emerges through videogames. Just as impressionism or cubism created alternative ways of making and viewing paintings, Schrank argues, avant-garde videogames create alternate ways of making and playing games. A mainstream game channels players into a tightly closed circuit of play; an avant-garde game opens up that circuit, revealing (and reveling in) its own nature as a game. We can evaluate the avant-garde, Schrank argues, according to how it opens up the experience of games (formal art) or the experience of being in the world (political art). He shows that different artists use different strategies to achieve an avant-garde perspective. Some fixate on form, others on politics; some take radical positions, others more complicit ones. Schrank examines these strategies and the artists who deploy them, looking closely at four varieties of avant-garde games: radical formal, which breaks up the flow of the game so players can engage with its materiality, sensuality, and conventionality; radical political, which plays with art and politics as well as fictions and everyday life; complicit formal, which treats videogames as a resource (like any other art medium) for contemporary art; and complicit political, which uses populist methods to blend life, art, play, and reality -- as in alternate reality games, which adapt Situationist strategies for a mass audience.
(source: Nielsen Book Data)
  • Videogames as avant-garde art
  • Radical formal
  • Radical political
  • Complicit formal
  • Complicit political
  • Narrative formal
  • Narrative political.
The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde emerges through videogames. Just as impressionism or cubism created alternative ways of making and viewing paintings, Schrank argues, avant-garde videogames create alternate ways of making and playing games. A mainstream game channels players into a tightly closed circuit of play; an avant-garde game opens up that circuit, revealing (and reveling in) its own nature as a game. We can evaluate the avant-garde, Schrank argues, according to how it opens up the experience of games (formal art) or the experience of being in the world (political art). He shows that different artists use different strategies to achieve an avant-garde perspective. Some fixate on form, others on politics; some take radical positions, others more complicit ones. Schrank examines these strategies and the artists who deploy them, looking closely at four varieties of avant-garde games: radical formal, which breaks up the flow of the game so players can engage with its materiality, sensuality, and conventionality; radical political, which plays with art and politics as well as fictions and everyday life; complicit formal, which treats videogames as a resource (like any other art medium) for contemporary art; and complicit political, which uses populist methods to blend life, art, play, and reality -- as in alternate reality games, which adapt Situationist strategies for a mass audience.
(source: Nielsen Book Data)
SAL1&2 (on-campus shelving)
Status of items at SAL1&2 (on-campus shelving)
SAL1&2 (on-campus shelving) Status
Stacks Request
QA76.76 .C672 S35 2014 Unknown
Book
xxiii, 241 pages : illustrations ; 21 cm
We cannot think of modern society without also thinking of video games. And we cannot think of video games without thinking of history either. Games that deal with history are sold in ever-increasing numbers, striving to create increasingly lively images of things past. For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody. How do games create the feeling that they portray a past acceptable to their players? Do these popular representations of history intersect with academic narratives, or not? While a considerable body of work on similar questions already exists, both for medieval history as well as for those games dealing with the 20th century, early modernity has not yet been treated in this context. As many games draw their imagery - perhaps their success, too - from the years between 1450 and 1815, it is to their understanding that this volume is dedicated. The contributions encompass a wide range of subjects and games, from 'Age of Empires' to 'Assassin's Creed', from Critical Discourse Analysis to Ludology. One aim unites them, namely an understanding of what happens when video games encounter early modernity.
(source: Nielsen Book Data)
We cannot think of modern society without also thinking of video games. And we cannot think of video games without thinking of history either. Games that deal with history are sold in ever-increasing numbers, striving to create increasingly lively images of things past. For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody. How do games create the feeling that they portray a past acceptable to their players? Do these popular representations of history intersect with academic narratives, or not? While a considerable body of work on similar questions already exists, both for medieval history as well as for those games dealing with the 20th century, early modernity has not yet been treated in this context. As many games draw their imagery - perhaps their success, too - from the years between 1450 and 1815, it is to their understanding that this volume is dedicated. The contributions encompass a wide range of subjects and games, from 'Age of Empires' to 'Assassin's Creed', from Critical Discourse Analysis to Ludology. One aim unites them, namely an understanding of what happens when video games encounter early modernity.
(source: Nielsen Book Data)
Green Library
Status of items at Green Library
Green Library Status
Stacks Find it
GV1469.3 .E2127 2014 Unknown

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