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Representing Conflicts in Games
  • Language: en
  • Pages: 233

Representing Conflicts in Games

This book offers an overview of how conflicts are represented and enacted in games, in a variety of genres and game systems. Games are a cultural form apt at representing real world conflicts, and this edited volume highlights the intrinsic connection between games and conflict through a set of theoretical and empirical studies. It interrogates the nature and use of conflicts as a fundamental aspect of game design, and how a wide variety of conflicts can be represented in digital and analogue games. The book asks what we can learn from conflicts in games, how our understanding of conflicts change when we turn them into playful objects, and what types of conflicts are still not represented in games. It queries the way games make us think about armed conflict, and how games can help us understand such conflicts in new ways. Offering a deeper understanding of how games can serve political, pedagogical, or persuasive purposes, this volume will interest scholars and students working in fields such as game studies, media studies, and war studies.

Theorising and Designing Immersive Environments
  • Language: en
  • Pages: 274

Theorising and Designing Immersive Environments

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Science, Technology and Magic in The Witcher
  • Language: en
  • Pages: 291

Science, Technology and Magic in The Witcher

  • Type: Book
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  • Published: 2023-01-30
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  • Publisher: McFarland

As Andrzej Sapkowski was fleshing out his character Geralt of Rivia for a writing contest, he did not set out to write a science textbook--or even a work of science fiction. However, the world that Sapkowski created in his series The Witcher resulted in a valuable reflection of real-world developments in science and technology. As the Witcher books have been published across decades, the sorcery in the series acts as an extension of the modern science it grows alongside. This book explores the fascinating entanglement of science and magic that lies at the heart of Sapkowski's novel series and its widely popular video game and television adaptations. This is the first English-language book-le...

Extending Boundaries
  • Language: en
  • Pages: 153

Extending Boundaries

This book presents various views and perspectives on the impact of digital world on consumers, marketing and industries. The authors present a series of novel contributions and highlight some emerging issues relating to consumer–technology interactions, technology’s impact on marketing practice and digitalisation’s consequences in the selected industries. The publication of the book was possible thanks to the support of the Polish National Agency for Academic Exchange under the Welcome to Poland Program (2020).

Challenges of Urban Mobility, Transport Companies and Systems
  • Language: en
  • Pages: 335

Challenges of Urban Mobility, Transport Companies and Systems

  • Type: Book
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  • Published: 2019-05-18
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  • Publisher: Springer

This proceedings volume examines individual city transports, transport companies and entire transport systems. Featuring select contributions presented at the 2018 TranSopot Conference in Sopot, Poland, this book provides an analysis of transportation solutions both at the micro-level (single city or single company) as well as the macro-level (whole transportation systems). The enclosed research and case studies provide a theoretical background for transport analysis but also new innovative and sustainable solutions to transportation while also increasing the efficiency of transport operations. Transportation is a very specific area of social and economic life. It creates countless opportuni...

Critical Gaming: Interactive History and Virtual Heritage
  • Language: en
  • Pages: 232

Critical Gaming: Interactive History and Virtual Heritage

  • Type: Book
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  • Published: 2016-03-09
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  • Publisher: Routledge

This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Zombies, Consumption, and Satire in Capcom’s Dead Rising
  • Language: en
  • Pages: 129

Zombies, Consumption, and Satire in Capcom’s Dead Rising

This book explores the relationship between video games and satire through an in-depth examination of Capcom’s Dead Rising series, which alludes to, recontextualises, and builds upon George A. Romero’s filmic satire on American consumer culture, Dawn of the Dead. Proposing a taxonomy of videoludic satire, this book details how video games can communicate satire through their virtual environments, their characters, their audio, the way they frame the passage of time, and the outcomes of in-game choices that their players can make. By applying this taxonomy to the Dead Rising series, this book presents a compelling case for how video games can function as instruments for social commentary and indicators of ideological tensions. This unique and insightful study will interest students and scholars of media studies, video game studies, satire, visual culture, and zombie studies.

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...

Stories in Post-Human Cultures
  • Language: en
  • Pages: 230

Stories in Post-Human Cultures

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

This volume was first published by Inter-Disciplinary Press in 2013. This volume represents the collective visions of twenty-one post-humanist cyberculture scholars. The complimentary and dissenting voices within have been organized into three categories for this work, the first within the general category of Post-Humanism, what it is, why it is important, and what we as ‘pre post-human humans’ currently know about our culture and the direction it is taking us towards the eventual post-human times. Next, venture into the Cultures in Cyberspace which are shaping our future worlds today, for to understand the culture of our interconnectedness is to begin to appreciate the impossibly complex intricacies of the coming age of connectedness. To this end, New Narrativism becomes our gateway to this future.

Teaching the Middle Ages through Modern Games
  • Language: en
  • Pages: 314

Teaching the Middle Ages through Modern Games

Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deplo...