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Digital games as history, Chapman, Adam


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Автор: Chapman, Adam
Название:  Digital games as history
ISBN: 9781138597822
Издательство: Taylor&Francis
Классификация:

ISBN-10: 1138597821
Обложка/Формат: Paperback
Страницы: 290
Вес: 0.54 кг.
Дата издания: 25.04.2018
Серия: Routledge advances in game studies
Язык: English
Иллюстрации: 13 halftones, black and white; 13 illustrations, black and white
Размер: 153 x 229 x 26
Читательская аудитория: Undergraduate
Ключевые слова: Media studies, GAMES / Video & Electronic,HISTORY / Historiography,SOCIAL SCIENCE / Media Studies
Подзаголовок: How videogames represent the past and offer access to historical practice
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Поставляется из: Европейский союз
Описание: This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance.


Phantasmal Spaces: Archetypical Venues in Computer Games

Автор: Mathias Fuchs
Название: Phantasmal Spaces: Archetypical Venues in Computer Games
ISBN: 1501332929 ISBN-13(EAN): 9781501332920
Издательство: Bloomsbury Academic
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Цена: 17424.00 р.
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Описание: Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference. In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.

Woke Gaming: Digital Challenges to Oppression and Social Injustice

Автор: Gray Kishonna L., Leonard David J.
Название: Woke Gaming: Digital Challenges to Oppression and Social Injustice
ISBN: 0295744170 ISBN-13(EAN): 9780295744179
Издательство: Mare Nostrum (Eurospan)
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Цена: 3762.00 р.
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Описание:

From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole.

Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy's Keep Me Occupied to Momo Pixel's Hair, Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces.

In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

Alternate Reality Games and the Cusp of Digital Gameplay

Название: Alternate Reality Games and the Cusp of Digital Gameplay
ISBN: 1501347195 ISBN-13(EAN): 9781501347191
Издательство: Bloomsbury Academic
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Цена: 5542.00 р.
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Описание: Alternate Reality Games (ARGs) challenge what players understand as "real.]? Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional.

With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.

Playing with the Past: Digital Games and the Simulation of History

Автор: Matthew Wilhelm Kapell, Andrew B.R. Elliott
Название: Playing with the Past: Digital Games and the Simulation of History
ISBN: 1623566142 ISBN-13(EAN): 9781623566142
Издательство: Bloomsbury Academic
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Цена: 22176.00 р.
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Описание:

Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future.

What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.

Understanding Counterplay in Video Games

Автор: Meades
Название: Understanding Counterplay in Video Games
ISBN: 1138548693 ISBN-13(EAN): 9781138548695
Издательство: Taylor&Francis
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Цена: 7654.00 р.
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Описание: 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.

Identity and play in interactive digital media

Автор: Cole, Sara M.
Название: Identity and play in interactive digital media
ISBN: 1138229008 ISBN-13(EAN): 9781138229006
Издательство: Taylor&Francis
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Цена: 25265.00 р.
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Описание: This book examines how people are socially, culturally, and personally changing as a result of their reading of, or interaction with, interactive media forms like computer or video games. .

Every Game is an Island

Автор: Fassone Riccardo
Название: Every Game is an Island
ISBN: 1501343998 ISBN-13(EAN): 9781501343995
Издательство: Bloomsbury Academic
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Цена: 5542.00 р.
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Описание: Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video game play and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery.

Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience

Автор: Boulter Jonathan
Название: Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience
ISBN: 0814334881 ISBN-13(EAN): 9780814334881
Издательство: Mare Nostrum (Eurospan)
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Цена: 4137.00 р.
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Описание: In its intimate joining of self and machine, video gaming works to extend the body into a fluid, dynamic, unstable, and discontinuous entity. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience, author Jonathan Boulter addresses this gap by analyzing video games and the player experience philosophically. Finding points of departure in phenomenology and psychoanalysis, Boulter argues that we need to think seriously about what it means to enter into a relationship with the game machine and to assume (or to have conferred upon you) a machinic, posthuman identity. Parables of the Posthuman approaches the experience of gaming by asking: What does it mean for the player to enter the machinic “world” of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays? To this end, Boulter analyzes the experience of particular role-playing video games, including Fallout 3, Half-Life 2, Bioshock, Crysis 2, and Metal Gear Solid 4. These games both thematize the idea of the posthuman—the games are “about” subjects whose physical and intellectual capacities are extended through machine or other prosthetic means—and also enact an experience of the posthuman for the player, who becomes more than what he was as he plays the game. Boulter concludes by exploring how the game acts as a parable of what the human, or posthuman, may look like in times to come.Academics with an interest in the intersection of philosophy, psychoanalysis, and popular culture forms and video gamers with an interest in thinking about the implications of gaming will enjoy this volume.

Understanding Counterplay in Video Games

Автор: Meades Alan F.
Название: Understanding Counterplay in Video Games
ISBN: 1138804924 ISBN-13(EAN): 9781138804920
Издательство: Taylor&Francis
Рейтинг:
Цена: 23734.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: 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.

Every Game is an Island: Endings and Extremities in Video Games

Автор: Riccardo Fassone
Название: Every Game is an Island: Endings and Extremities in Video Games
ISBN: 1501316613 ISBN-13(EAN): 9781501316616
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 19008.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video game play and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery.

Digital gambling albarran torres

Автор: Albarran-torres, Cesar (swinburne University Of Technology, Australia)
Название: Digital gambling albarran torres
ISBN: 1138303852 ISBN-13(EAN): 9781138303850
Издательство: Taylor&Francis
Рейтинг:
Цена: 22202.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This book develops the concept of "gamble-play media", describing how some gambling and gambling-like practices are increasingly mediated by digital technologies.

Gender, Age, and Digital Games in the Domestic Context

Автор: Harvey
Название: Gender, Age, and Digital Games in the Domestic Context
ISBN: 1138549010 ISBN-13(EAN): 9781138549012
Издательство: Taylor&Francis
Рейтинг:
Цена: 7654.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This book is the first study to provide a situated investigation of the site of family play— the shared spaces and private places of gameplay within the domestic sphere. It carries out an empirically grounded and critical analysis of what marketing and sales discourses about shifts in the digital games audience actually look like in the space of the home, as well as the social and cultural role these ludic technologies take in the everyday practices of the family in the domestic context.


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