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The Culture of Digital Fighting Games, Harper


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Автор: Harper
Название:  The Culture of Digital Fighting Games
ISBN: 9781138710115
Издательство: Taylor&Francis
Классификация:


ISBN-10: 1138710113
Обложка/Формат: Paperback
Страницы: 158
Вес: 0.32 кг.
Дата издания: 07.02.2017
Серия: Routledge studies in new media and cyberculture
Язык: English
Иллюстрации: 4 halftones, black and white; 4 illustrations, black and white
Размер: 152 x 227 x 15
Читательская аудитория: Undergraduate
Ключевые слова: Media studies, COMPUTERS / Social Aspects / General,GAMES / Video & Electronic,SOCIAL SCIENCE / Media Studies
Основная тема: Video Games
Подзаголовок: Performance and Practice
Ссылка на Издательство: Link
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Поставляется из: Европейский союз
Описание: This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or EVO – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.


How to Talk about Videogames

Автор: Bogost Ian
Название: How to Talk about Videogames
ISBN: 0816699127 ISBN-13(EAN): 9780816699124
Издательство: Mare Nostrum (Eurospan)
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Цена: 2502.00 р.
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Описание: Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t.Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”

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.

Alternate Reality Games and the Cusp of Digital Gameplay

Автор: Antero Garcia, Greg Niemeyer
Название: Alternate Reality Games and the Cusp of Digital Gameplay
ISBN: 1501316249 ISBN-13(EAN): 9781501316241
Издательство: Bloomsbury Academic
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Цена: 20592.00 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.

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.

Co-creating Videogames

Автор: John Banks
Название: Co-creating Videogames
ISBN: 184966496X ISBN-13(EAN): 9781849664967
Издательство: Bloomsbury Academic
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Цена: 12672.00 р.
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Описание: This book draws from, and is supported by, a decade of ethnographic research undertaken with videogames development companies located in Australia and the USA. It explores key contemporary issues in participatory media culture, including questions of technology, labour and professional expertise.


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