Welcome to our book review site go-pdf.online!

You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.

Sign up

Introduction to Game Analysis
  • Language: en
  • Pages: 289

Introduction to Game Analysis

  • Type: Book
  • -
  • Published: 2014-07-17
  • -
  • Publisher: Routledge

Game analysis allows us to understand games better, providing insight into the player-game relationship, the construction of the game, and its sociocultural relevance. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Introduction to Game Analysis serves as an accessible guide to analyzing games using strategies borrowed from textual analysis. Clara Fernández-Vara’s concise primer provides instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Bioshock and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary.

Who Killed Harlowe Thrombey?
  • Language: en
  • Pages: 132

Who Killed Harlowe Thrombey?

  • Type: Book
  • -
  • Published: 1982
  • -
  • Publisher: Skylark

The reader, as a young detective, investigates a murder mystery. By choosing specific pages, the reader determines the outcome of the plot.

Perspectives on the European Videogamehb
  • Language: en

Perspectives on the European Videogamehb

  • Type: Book
  • -
  • Published: 2021-12-20
  • -
  • Publisher: Unknown

1. Despite the creative and innovative strength of European videogame companies, the study of the European videogame, as well as of the European gaming culture, is still a rather unexplored field. 2. This book includes and emphasises a supranational perspective on the European videogame, unlike other previous works focused on specific national cases. 3. Very often, the link Europe-videogames has been addressed through the question of the representations of Europe and, especially, European history (with World War II as the most common case). This book includes the question of representations of Europe but it doesn't limit itself to it, paying also attention to the design styles and approaches of European creators.

Interactive Storytelling
  • Language: en
  • Pages: 266

Interactive Storytelling

  • Type: Book
  • -
  • Published: 2014-09-25
  • -
  • Publisher: Springer

This book constitutes the refereed proceedings of the 7th International Conference on Interactive Storytelling, ICIDS 2014, Singapore, Singapore, November 2014. The 20 revised full papers presented together with 8 short papers 7 posters, and 5 demonstration papers were carefully reviewed and selected from 67 submissions. The papers are organized in topical sections on story generation, authoring, evaluation and analysis, theory, retrospectives, and user experience.

Contemporary Research on Intertextuality in Video Games
  • Language: en
  • Pages: 363

Contemporary Research on Intertextuality in Video Games

  • Type: Book
  • -
  • Published: 2016-06-16
  • -
  • Publisher: IGI Global

Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.

Video Game Spaces
  • Language: en
  • Pages: 315

Video Game Spaces

  • Type: Book
  • -
  • Published: 2008-12-05
  • -
  • Publisher: MIT Press

An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary s...

The Video Game Theory Reader
  • Language: en
  • Pages: 368

The Video Game Theory Reader

  • Type: Book
  • -
  • Published: 2013-10-08
  • -
  • Publisher: Routledge

In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.

Understanding Video Games
  • Language: en
  • Pages: 552

Understanding Video Games

  • Type: Book
  • -
  • Published: 2015-12-07
  • -
  • Publisher: Routledge

Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games,...

Play Between Worlds
  • Language: en
  • Pages: 206

Play Between Worlds

  • Type: Book
  • -
  • Published: 2009-02-13
  • -
  • Publisher: MIT Press

A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a...

From Teams to Knots
  • Language: en

From Teams to Knots

Teams are commonly celebrated as efficient and humane ways of organizing work and learning. By means of a series of in-depth case studies of teams in the United States and Finland over a time span of more than 10 years, this book shows that teams are not a universal and ahistorical form of collaboration. Teams are best understood in their specific activity contexts and embedded in historical development of work. Today, static teams are increasingly replaced by forms of fluid knotworking around runaway objects that require and generate new forms of expansive learning and distributed agency. This book develops a set of conceptual tools for analysis and design of transformations in collaborative work and learning.