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

Computer Games and New Media Cultures
  • Language: en
  • Pages: 694

Computer Games and New Media Cultures

Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conf...

Games | Game Design | Game Studies
  • Language: en
  • Pages: 233

Games | Game Design | Game Studies

  • Type: Book
  • -
  • Published: 2016-03-18
  • -
  • Publisher: Fuego

How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies.

Video Games
  • Language: en
  • Pages: 112

Video Games

According to Big Fish Games, approximately 155 million American play video games for at least three hours a week, and four out of five households own a video game console. Polygon tells us that consumers spent 16.5 billion dollars on gaming content in 2015. This illuminating volume delves into the world of video games and gaming. The book examines the history of video games, video games as part of contemporary culture, and what the future holds in store for gaming.

Video Games and Esports
  • Language: en
  • Pages: 104

Video Games and Esports

Just as athletes from the NFL and NBA have gained fame and fortune, professional gamers who compete in esports are attracting loyal fans. Esports encompass any competitive, organized gaming endeavor. This competitive activity is becoming a billion-dollar industry. However, some people still argue that playing video games has many negative effects. The ever-evolving world of video games is explained through engaging text that delves into the details so readers gain a full understanding. Full-color photographs, annotated quotes, sidebars, and informative charts highlight the many debates surrounding the popularity of video games.

Computational Visualistics, Media Informatics, and Virtual Communities
  • Language: en
  • Pages: 133

Computational Visualistics, Media Informatics, and Virtual Communities

In April, 2003 representatives of a group of mostly German research universities offering degree programs in the areas of Computational Visualistics and Media Informatics met for the first time in Magdeburg, Germany. This volume collects information on their views of their own degree and research programs as a starting point for discussions.

World Youth Day
  • Language: en
  • Pages: 309

World Youth Day

Can digital games help us understand real life religion? With World Youth Day: Religious Interaction at a Catholic Festival, Skjoldli suggests that they can. The change is particularly visible from Skjoldli's new theoretical framework religious interaction, which draws on digital game studies. The framework centers on three key terms—interaction, interface, and immersion. Interaction constitutes the core of the stipulative definition of religion operative in this framework: interaction with culturally postulated superhuman persons. Interface represents the means by which interaction takes place. When interaction becomes emotionally charged, immersion takes place—whether it happens in rel...

Playful Materialities
  • Language: en
  • Pages: 296

Playful Materialities

Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.

Handbook of Research on Effective Electronic Gaming in Education
  • Language: en
  • Pages: 1762

Handbook of Research on Effective Electronic Gaming in Education

  • Type: Book
  • -
  • Published: 2008-07-31
  • -
  • Publisher: IGI Global

"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Gaming Cultures and Place in Asia-Pacific
  • Language: en
  • Pages: 328

Gaming Cultures and Place in Asia-Pacific

  • Type: Book
  • -
  • Published: 2009-06-24
  • -
  • Publisher: Routledge

This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.

The Book’s Road in the Age of Digitization
  • Language: en
  • Pages: 335

The Book’s Road in the Age of Digitization

Although every area of life is permeated by digital processes, the majority of Germans seem to resist digital alternatives with regard to the activity of reading. The printed book continues to enjoy much greater popularity than the eBook. This seems surprising, since the entire communication behavior has moved to digital devices. So what lies behind this? Why are there still printed books in digital times? Previous studies of the printed book have focused primarily on its media future, as this seemed threatened by digitization. In this work, Janina Krieger instead examines the past from three perspectives in order to gain insights into the present. While other studies always chose one method and these mostly belonged to the quantitative approach, here three subjects are identified, which are examined with different methods and in their combination can provide an answer to the research question: the consumers of literature (the readers), literature itself (the selected genre is the novel), and the media theories of the 20th century, which have already dealt with media change.