An exploration of why we play video games despite the fact that we are almost certain to feel unhappy when we fail at them.
We may think of video games as being "fun," but in The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox.
In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do?
Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it.
The Art of Failure is essential reading for anyone interested in video games, whether as entertainment, art, or education.
Автор: Donovan Tristan Название: Replay: the History of Video Games ISBN: 0956507204 ISBN-13(EAN): 9780956507204 Издательство: Неизвестно Рейтинг: Цена: 4964.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Автор: Bernard Perron, Felix Schroter Название: Video Games and the Mind: Essays on Cognition, Affect and Emotion ISBN: 0786499095 ISBN-13(EAN): 9780786499090 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 6653.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: "With psychological theories of cognition, affect and emotion as a reference point, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes"--
Описание: Kelly Oliver examines popular culture`s fixation on representing young women as predators and prey and the implication that violence-especially sexual violence-is an inevitable part of a woman`s maturity. She discusses campus rape, the valorization of woman`s lack of consent, and the new urgency to implement affirmative consent policies.
Описание: Kelly Oliver examines popular culture`s fixation on representing young women as predators and prey and the implication that violence-especially sexual violence-is an inevitable part of a woman`s maturity. She discusses campus rape, the valorization of woman`s lack of consent, and the new urgency to implement affirmative consent policies.
Автор: Newman Michael Z. Название: Atari Age: The Emergence of Video Games in America ISBN: 0262536110 ISBN-13(EAN): 9780262536110 Издательство: MIT Press Рейтинг: Цена: 1730.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful)
Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These "space-age pinball machines" gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity.
Newman shows that the "new media" of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources--including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television--Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.
Автор: Horowitz Ken Название: The Sega Arcade Revolution: A Game by Game History ISBN: 1476672253 ISBN-13(EAN): 9781476672250 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 6653.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Based on interviews with former Western and Japanese developers, as well as hundreds of English and Japanese documents, this book follows the rise of Sega Enterprises in the video game industry, from its electromechanical machines of the mid-1960s to the acquisition of Gremlin Industries and the rise of its world-famous AM Studios, and finalizing with its merger with Sammy Corporation in 2003.
Автор: Souvik Mukherjee Название: Video Games and Storytelling ISBN: 1137525045 ISBN-13(EAN): 9781137525048 Издательство: Springer Рейтинг: Цена: 10760.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-a-vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.
Автор: Franz Barbara Название: Immigrant Youth, Hip Hop, and Online Games ISBN: 1498500943 ISBN-13(EAN): 9781498500944 Издательство: Bloomsbury Рейтинг: Цена: 5792.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book explores alternative immigrant integration projects in Vienna, focusing on online games, hip hop and social work as three promising approaches. It centers upon young people`s identity formation and stipulates that true progress can only be made in Europe if inclusion, understood as a process of mutual understanding and respect, occurs.
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