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Game Work
  • Language: en
  • Pages: 250

Game Work

Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the wa...

Gaming Matters
  • Language: en
  • Pages: 168

Gaming Matters

In Gaming Matters, McAllister and Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo.

Tempest
  • Language: en
  • Pages: 167

Tempest

Enumerates and analyzes Tempest's landmark qualities--from aesthetics and development to its impact on video game history and culture

The Entrepreneurial Humanities
  • Language: en
  • Pages: 181

The Entrepreneurial Humanities

With AI, cryptocurrency, and more in the news, it seems that being an entrepreneur means being in IT, but humanities graduates are launching new businesses every day, turning a profit and having social impact. This book explores how a humanities background can enable entrepreneurs to thrive. Across all levels of education, students are given the message that to change the world - or make money - the arts and humanities are not the subjects to study. At the same time, discussions of innovation and entrepreneurship highlight the importance of essential skills, such as critical thinking, storytelling, cultural awareness, and ethical decision-making. Here’s the disconnect: the subjects that he...

Playing with the Guys
  • Language: en
  • Pages: 249

Playing with the Guys

  • Type: Book
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  • Published: 2021-06-08
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  • Publisher: McFarland

A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.

Replayed
  • Language: en
  • Pages: 377

Replayed

  • Type: Book
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  • Published: 2023-06-06
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  • Publisher: JHU Press

A leading voice in technology studies shares a collection of essential essays on the preservation of software and history of games. Since the early 2000s, Henry Lowood has led or had a key role in numerous initiatives devoted to the preservation and documentation of virtual worlds, digital games, and interactive simulations, establishing himself as a major scholar in the field of game studies. His voluminous writings have tackled subject matter spanning the history of game design and development, military simulation, table-top games, machinima, e-sports, wargaming, and historical software archives and collection development. Replayed consolidates Lowood's far-flung and significant publications on these subjects into a single volume.

Media Authorship
  • Language: en
  • Pages: 330

Media Authorship

  • Type: Book
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  • Published: 2013-02-15
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  • Publisher: Routledge

Contemporary media authorship is frequently collaborative, participatory, non-site specific, or quite simply goes unrecognized. In this volume, media and film scholars explore the theoretical debates around authorship, intention, and identity within the rapidly transforming and globalized culture industry of new media. Defining media broadly, across a range of creative artifacts and production cultures—from visual arts to videogames, from textiles to television—contributors consider authoring practices of artists, designers, do-it-yourselfers, media professionals, scholars, and others. Specifically, they ask: What constitutes "media" and "authorship" in a technologically converged, globa...

The Game Culture Reader
  • Language: en
  • Pages: 285

The Game Culture Reader

In The Game Culture Reader, editors Jason C. Thompson and Marc A. Ouellette propose that Game Studies—that peculiar multi-, inter-, and trans-disciplinary field wherein international researchers from such diverse areas as rhetoric, computer science, literary studies, culture studies, psychology, media studies and so on come together to study the production, distribution, and consumption of games—has reached an unproductive stasis. Its scholarship remains either divided (as in the narratologists versus ludologists debate) or indecisive (as in its frequently apolitical stances on play and fandom). Thompson and Ouellette firmly hold that scholarship should be distinguished from the repetiti...

How to Play Video Games
  • Language: en
  • Pages: 376

How to Play Video Games

  • Type: Book
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  • Published: 2019-03-26
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  • Publisher: NYU Press

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays...

Dragon's Lair and the Fantasy of Interactivity
  • Language: en
  • Pages: 151

Dragon's Lair and the Fantasy of Interactivity

Perhaps no arcade game is so nostalgically remembered, yet so critically bemoaned, as Dragon’s Lair. A bit of a technological neanderthal, the game implemented a unique combination of videogame components and home video replay, garnering great popular media and user attention in a moment of contracted economic returns and popularity for the videogame arcade business. But subsequently, writers and critics have cast the game aside as a cautionary tale of bad game design. In Dragon’s Lair and the Fantasy of Interactivity, MJ Clarke revives Dragon’s Lair as a fascinating textual experiment interlaced with powerful industrial strategies, institutional discourse, and textual desires around k...