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An Introduction to Game Studies
  • Language: en
  • Pages: 415

An Introduction to Game Studies

  • Type: Book
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  • Published: 2008-02-18
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  • Publisher: SAGE

An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students w...

Transmedia Practice: A Collective Approach
  • Language: en
  • Pages: 181

Transmedia Practice: A Collective Approach

  • Type: Book
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  • Published: 2019-01-04
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  • Publisher: BRILL

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In-Game
  • Language: en
  • Pages: 235

In-Game

  • Type: Book
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  • Published: 2011-05-13
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  • Publisher: MIT Press

An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. O...

Digital Culture, Play, and Identity
  • Language: en
  • Pages: 313

Digital Culture, Play, and Identity

  • Type: Book
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  • Published: 2008
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  • Publisher: MIT Press

"This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resi...

Raising the Stakes
  • Language: en
  • Pages: 333

Raising the Stakes

  • Type: Book
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  • Published: 2015-01-30
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  • Publisher: MIT Press

How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, ...

Playful Identities
  • Language: en

Playful Identities

  • Type: Book
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  • Published: 2015
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  • Publisher: Unknown

In this publication, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. This interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity.

The Interface Effect
  • Language: en
  • Pages: 183

The Interface Effect

  • Type: Book
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  • Published: 2012-10-08
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  • Publisher: Polity

Rather than praising user-friendly interfaces that work well or castigating those that work poorly, this book considers the unworkable nature of all interfaces, from windows and doors to screens and keyboards.

Computer Games
  • Language: en
  • Pages: 343

Computer Games

Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introd...

Digarec Keynote-Lectures 2009/10
  • Language: en
  • Pages: 164

Digarec Keynote-Lectures 2009/10

The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego).

The Year’s Work in Medievalism, 2011
  • Language: en
  • Pages: 98

The Year’s Work in Medievalism, 2011

The Year's Work in Medievalism includes vetted essays from the Studies in Medievalism--now International Society for the Study of Medievalism--annual conference and from submissions to the editor throughout the year. The current volume includes a range of topics from medievalism in literature and art to the neomedievalism of movies and games. It includes these scholarly contributions: E. L. Risden, Introductory Letter from the Editor Gwendolyn Morgan, Recollections of Medievalism Richard Utz, Them Philologists: Philological Practices and Their Discontents from Nietzsche to Cerquiglini Clare Simmons, Really Ancient Druids in British Medievalist Drama Karl Fugelso, Neomedievalisms in Tom Phillips' Commedia Illustrations Jason Fisher, Some Contributions to Middle-earth Lexicography: Hapax Legomena in The Lord of the Rings Simon Roffey, The World of Warcraft: A Medievalist Perspective William Hodapp, Arthur, Beowulf, Robin Hood, and Hollywood's Desire for Origins M. J. Toswell, The Arthurian Landscapes of Guy Gavriel Kay