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Transgression in Games and Play
  • Language: en
  • Pages: 328

Transgression in Games and Play

  • Type: Book
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  • Published: 2019-02-05
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  • Publisher: MIT Press

Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The co...

Gameworld Interfaces
  • Language: en
  • Pages: 191

Gameworld Interfaces

  • Type: Book
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  • Published: 2013-12-20
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  • Publisher: MIT Press

An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds. Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary universe; or it might augment the world of the game with overlays, symbols, and menus. In this book, Kristine Jørgensen investigates both kinds of gameworld interfaces. She shows that although the naturalistic approach may appear more integral to the imaginary world of the game, both the invisible and visible interfaces effectively present information that players ne...

A Comprehensive Study of Sound in Computer Games
  • Language: en

A Comprehensive Study of Sound in Computer Games

  • Type: Book
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  • Published: 2009
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  • Publisher: Unknown

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Treacherous Play
  • Language: en
  • Pages: 151

Treacherous Play

  • Type: Book
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  • Published: 2022-02-01
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  • Publisher: MIT Press

The ethics and experience of “treacherous play”: an exploration of three games that allow deception and betrayal—EVE Online, DayZ, and Survivor. Deception and betrayal in gameplay are generally considered off-limits, designed out of most multiplayer games. There are a few games, however, in which deception and betrayal are allowed, and even encouraged. In Treacherous Play, Marcus Carter explores the ethics and experience of playing such games, offering detailed explorations of three games in which this kind of “dark play” is both lawful and advantageous: EVE Online, DayZ, and the television series Survivor. Examining aspects of games that are often hidden, ignored, or designed away...

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

Introduction to Game Analysis

  • Type: Book
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  • Published: 2014-07-17
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  • 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.

Understanding Video Game Music
  • Language: en
  • Pages: 265

Understanding Video Game Music

Music is a central component of video games. This book provides methods and concepts for understanding how game music works.

Game Sound Technology and Player Interaction: Concepts and Developments
  • Language: en
  • Pages: 503

Game Sound Technology and Player Interaction: Concepts and Developments

  • Type: Book
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  • Published: 2010-09-30
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  • Publisher: IGI Global

Game Sound Technology and Player Interaction: Concepts and Developments researches both how game sound affects a player psychologically, emotionally, and physiologically, and how this relationship itself impacts the design of computer game sound and the development of technology. This compilation also applies beyond the realm of video games to other types of immersive sound, such as soundscape design, gambling machines, emotive and fantastical sound to name a few. The application for this research is wide-ranging, interdisciplinary, and of primary importance for academics and practitioners searching for the right sounds.

StarCraft
  • Language: en
  • Pages: 165

StarCraft

StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea. Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketabili...

Space and Play in Japanese Videogame Arcades
  • Language: en
  • Pages: 195

Space and Play in Japanese Videogame Arcades

This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‐floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that fra...

Textual Cacophony
  • Language: en
  • Pages: 177

Textual Cacophony

Textual Cacophony explores the behaviors and routines of communication within anonymous internet culture in Japan. Focusing on the video sharing website Niconico, social media aggregation sites, and the notorious 2channel message board, Daniel Johnson uncovers these sites' complex cultures of writing that obscure meaning through playful and opaque forms of deviant script and overwhelming waves of text. Those practices conflate language with images, meaning with play, and confound individual representation with aggregate forms of social identity. Johnson argues that online media cultures in and around Japan are entwined with a cultural logic and visual syntax of cacophony that expresses ambivalence toward representation, media form, and distinct experiences of time. This aesthetic of cacophony provides an alternative way of expressing social identity and belonging, with an unmarked sense of anonymity providing a counter-form to the dissolving institutions and relationships of neoliberal Japan. Textual Cacophony investigates what it means and feels like to participate in this influential online culture.