Book
ix, 333 pages : illustrations ; 24 cm
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)
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

3. GTFO [2015]

Video
1 streaming video file (76 min.) : digital, sound, color
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. In recent years, the gaming community has grown more diverse than ever. This has led to a massive clash of values and women receive the brunt of the consequences every day, with acts of harassment ranging from name calling to cyber vandalism and death threats. Through interviews with video game developers, journalists, and academics, GTFO paints a complex picture of the video game industry, while revealing the systemic and human motivations behind acts of harassment.
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)
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)
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)
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
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)
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)
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)
Green Library
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)
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
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
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)
Green Library
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.
Green Library
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)
Green Library
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)
Green Library
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)
Green Library
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.
Green Library
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)
Green Library
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)
Green Library

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