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Introduction to Game Analysis
  • Language: en
  • Pages: 351

Introduction to Game Analysis

This accessible, third edition textbook gives students the tools they need to analyze games, using strategies borrowed from textual analysis. As game studies has become an established academic field, writing about games needs the language and methods that allow authors to reflect the complexity of a game and how it is played in a cultural context. This volume provides readers with an overview of the basic building blocks of game analysis—examination of context, content and distinctive features, and formal qualities—as well as the vocabulary necessary to talk about the distinguishing characteristics of a game. Examples are drawn from a range of games, non-digital and digital, and across h...

Information Modelling and Knowledge Bases XXII
  • Language: en
  • Pages: 460

Information Modelling and Knowledge Bases XXII

  • Type: Book
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  • Published: 2011
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  • Publisher: IOS Press

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Information Modelling and Knowledge Bases XXI
  • Language: en
  • Pages: 456

Information Modelling and Knowledge Bases XXI

  • Type: Book
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  • Published: 2010
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  • Publisher: IOS Press

Information modelling and knowledge bases have become crucially important subjects in the last few decades. They continue to be increasingly relevant, not only in academic communities, but in every area of commerce and society where information technology

Immersion in the Visual Arts and Media
  • Language: en
  • Pages: 401

Immersion in the Visual Arts and Media

  • Type: Book
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  • Published: 2015-10-27
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  • Publisher: BRILL

Taking an interdisciplinary approach, this volume brings together contributions by distinguished experts from different disciplinary fields for a multidimensional view on immersion in the visual arts and media. In the current media debate, immersion has frequently been linked to the advent of digital technology and its capacity to provide vivid sensations of being placed in or surrounded by an artificial space. The idea of ‘liquidity’ contained in this promise to plunge into another world informs wide areas of contemporary cultural imagination, referring to a myriad of phenomena that relate to experiences of uncertainty and instability, of complexity and change. Considering the fact, how...

Virtual Existentialism
  • Language: en
  • Pages: 149

Virtual Existentialism

This book explores what it means to exist in virtual worlds. Chiefly drawing on the philosophical traditions of existentialism, it articulates the idea that — by means of our technical equipment and coordinated practices — human beings disclose contexts or worlds in which they can perceive, feel, act, and think. More specifically, this book discusses how virtual worlds allow human beings to take new perspectives on their values and beliefs, and explore previously unexperienced ways of being. Virtual Existentialism will be useful for scholars working in the fields of philosophy, anthropology, media studies, and digital game studies.

Game Love
  • Language: en
  • Pages: 284

Game Love

  • Type: Book
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  • Published: 2015-01-09
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  • Publisher: McFarland

What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.

The 360° Gaze
  • Language: en
  • Pages: 315

The 360° Gaze

  • Type: Book
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  • Published: 2021-05-25
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  • Publisher: MIT Press

A comprehensive study of the pervasive role of immersion and immersive media in postmodern culture, from a humanities and social sciences perspective. Virtual reality, augmented reality, mixed reality, and other modes of digitally induced immersion herald a major cultural and economic shift in society. Most academic discussions of immersion and immersive media have focused on the technological aspects. In The 360° Gaze, Christian Stiegler takes a humanities and social science approach, emphasizing the human implications of immersive media in postmodern culture. Examining characteristics common to all immersive experiences, he uncovers dominant metaphors, such as the rabbit hole, and prevailing ideologies. He raises fundamental questions about opportunities and risks associated with immersion, as well as the potential effects on individuals, communities, and societies.

Horror Video Games
  • Language: en
  • Pages: 311

Horror Video Games

  • Type: Book
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  • Published: 2014-01-10
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  • Publisher: McFarland

In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually.

Global Usability
  • Language: en
  • Pages: 352

Global Usability

The concept of usability has become an increasingly important consideration in the design of all kinds of technology. As more products are aimed at global markets and developed through internationally distributed teams, usability design needs to be addressed in global terms. Interest in usability as a design issue and specialist area of research and education has developed steadily in North America and Europe since the 1980’s. However, it is only over the last ten years that it has emerged as a global concern. Global Usability provides an introduction to the important issues in globalizing design and an insight into the development of usability expertise around the world. The book is divid...

The Media Snatcher
  • Language: en
  • Pages: 207

The Media Snatcher

  • Type: Book
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  • Published: 2019-10-08
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  • Publisher: MIT Press

An in-depth exploration of a neglected video game platform of the 1990s and a reflection on the way we construct the cultural history of video games. In The Media Snatcher, Carl Therrien offers an in-depth exploration of NEC's PC Engine/TurboGrafx-16, a little-studied video game platform released in the late 1980s. The PC Engine was designed to bring technological expandability to the world of game consoles; The Media Snatcher's subtitle evokes some of the expansions and the numerous rebranded versions of the system released by NEC, including the first CD-ROM add-on in video game history. The platform makers hoped that expandability would allow its console to remain at the cutting edge and e...