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Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions
  • Language: en
  • Pages: 270

Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions

  • Type: Book
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  • Published: 2017-11-21
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  • Publisher: Lulu.com

In current digital games, classic fictional worlds are transformed into ludofictional worlds, spaces rich in characters and emotions that are especially affected by the intervention of a player. In this book, we propose a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems.

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...

Videogame Sciences and Arts
  • Language: en
  • Pages: 282

Videogame Sciences and Arts

This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.

Videogame Sciences and Arts
  • Language: en
  • Pages: 153

Videogame Sciences and Arts

This book constitutes the refereed proceedings of the 12th International Conference on Videogame Sciences and Arts, VJ 2020, held in Mirandela, Portugal, in November 2020.* The 10 full papers presented were carefully reviewed and selected from 46 submissions. *The conference was held online due to the COVID-19 pandemic.

End-Game
  • Language: en
  • Pages: 331

End-Game

Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.

Rockstar Games and American History
  • Language: en
  • Pages: 282

Rockstar Games and American History

For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, this book of...

Point of Sale
  • Language: en
  • Pages: 301

Point of Sale

Point of Sale offers the first significant attempt to center media retail as a vital component in the study of popular culture. It brings together fifteen essays by top media scholars with their fingers on the pulse of both the changes that foreground retail in a digital age and the history that has made retail a fundamental part of the culture industries. The book reveals why retail matters as a site of transactional significance to industries as well as a crucial locus of meaning and interactional participation for consumers. In addition to examining how industries connect books, DVDs, video games, lifestyle products, toys, and more to consumers, it also interrogates the changes in media circulation driven by the collision of digital platforms with existing retail institutions. By grappling with the contexts in which we buy media, Point of Sale uncovers the underlying tensions that define the contemporary culture industries.

The Legal Status of Video Games: Comparative Analysis in National Approaches
  • Language: en
  • Pages: 98

The Legal Status of Video Games: Comparative Analysis in National Approaches

  • Categories: Law
  • Type: Book
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  • Published: 2017-05-11
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  • Publisher: WIPO

This report analyzes the classification that each country has adopted for video games, and provides, in the final section, a tentative classification of these complex works, considering their nature, the elements they are made of and the creative process.

National Identity and Millennials in Northeast Asia
  • Language: en
  • Pages: 206

National Identity and Millennials in Northeast Asia

This book examines how the young in Northeast Asia engage with the political, especially in terms of the production, reformulation, or contestation of their national identities. Through case studies covering China, Japan, South Korea, North Korea and Taiwan, the contributions provide a study of the online spaces where youth engage with current debates regarding national identities. The book also unpacks the distinctive forms of expression and negotiation of national identities favoured by younger generations across Northeast Asia and asks questions specifically raised by their political mobilisation. For example, how their public mobilisation for a given cause has forced them to rethink their place in national and global communities. This book will be a valuable resource for scholars and students of East Asian culture and politics, media studies and youth studies. The Introduction of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.

Game & Play: La cultura del juego digital
  • Language: es
  • Pages: 124

Game & Play: La cultura del juego digital

  • Type: Book
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  • Published: 2018-06-11
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  • Publisher: Lulu.com

Game & Play: La cultura del juego digital ha reunido una serie de ponencias sobre los aspectos sociales y culturales del universo de los juegos digitales. A partir de distintas aproximaciones teóricas y metodológicas, los ponentes han analizado las características de los juegos, los creadores y los jugadores. Asimismo, han reflexionado sobre diferentes cuestiones relacionadas con la imagen de los juegos en los medios de comunicación o los valores que trasmite el juego digital. En general, los ponentes han centrando su atención en los juegos digitales como objetos mediados por las experiencias de sus creadores y sus usuarios y por los medios y otras instituciones. Los investigadores reunidos en el simposio provienen de campos como la comunicación, la educación, la teoría y la estética del arte y los estudios narrativos y literarios.