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Pervasive Games
  • Language: en
  • Pages: 337

Pervasive Games

  • Categories: Art
  • Type: Book
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  • Published: 2009-06-12
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  • Publisher: CRC Press

Games are no longer confined to card tables and computer screens. Emmy award winning games like "The Fallen Alternate Reality Game" (based on the ABC show) or "The Lost Experience" (based on the CBS hit show)- are pervasive games in that they blur traditional boundaries of game play. This book gives game designers the tools they need to create cutting edge pervasive games.

Beyond Role and Play
  • Language: en
  • Pages: 324

Beyond Role and Play

  • Type: Book
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  • Published: 2004
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  • Publisher: Unknown

None

Nordic Larp
  • Language: en
  • Pages: 315

Nordic Larp

  • Type: Book
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  • Published: 2010
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  • Publisher: Unknown

None

Playground Worlds
  • Language: en
  • Pages: 298

Playground Worlds

  • Type: Book
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  • Published: 2008
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  • Publisher: Unknown

None

The Gameful World
  • Language: en
  • Pages: 687

The Gameful World

  • Type: Book
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  • Published: 2015-01-16
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  • Publisher: MIT Press

What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society an...

Playing Real
  • Language: en
  • Pages: 266

Playing Real

Playing Real: Mimesis, Media, and Mischief explores the integration and interaction of mimetic theatricality and representational media in twentieth- and twenty‐first-century performance. It brings together carefully chosen sites of performance—including live broadcasts of theatrical productions, reality television, and alternate-reality gaming—in which mediatization and mimesis compete and collude to represent the real to audiences. Lindsay Brandon Hunter reads such performances as forcing confrontation between notions of authenticity, sincerity, and spontaneity and their various others: the fake, the feigned, the staged, or the rehearsed. Each site examined in Playing Real purports t...

Game Research Methods: An Overview
  • Language: en
  • Pages: 374

Game Research Methods: An Overview

  • Type: Book
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  • Published: 2015
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  • Publisher: Lulu.com

"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.

Playing Harry Potter
  • Language: en
  • Pages: 249

Playing Harry Potter

  • Type: Book
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  • Published: 2015-06-25
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  • Publisher: McFarland

Through classroom activities, wizard rock concerts, and organizations like the Harry Potter Alliance, Harry Potter fans are using creativity to positively impact the world. This collection of essays and interviews examines how playful fandom--from fanfiction to Muggle quidditch, cosplay, role-playing games, and even Harry Potter burlesque--not only reimagines the canon but also challenges consumerism, questions notions of identity, and fosters participatory culture. The contributors explore issues applicable to fan studies and performance studies at large, such as the role of performance, the nature of community, and questions of representation and ownership in the digital age. Presented in three parts, the essays discuss discrepancies between sanctioned versions of Harry Potter and fan creations, the reenactment and reinterpretation of the original narrative in fan performance, and collaborative and participatory performances that break down the boundaries between actors and audiences.

The Foundation Stone of Nordic Larp
  • Language: en
  • Pages: 318

The Foundation Stone of Nordic Larp

  • Type: Book
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  • Published: 2014-03-01
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  • Publisher: Knutpunkt

Official book of Knutpunkt 2014. Published in conjunction with the Knutpunkt 2014 conference.

The Digital Age Detective
  • Language: en
  • Pages: 205

The Digital Age Detective

  • Type: Book
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  • Published: 2017-07-05
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  • Publisher: McFarland

Imagining the figure of the fictional detective as an archetype in the study of modern culture, the author argues that contemporary detective fiction can help us better comprehend fundamental shifts of the Digital Age--in communication, family, entertainment, society, even the way we think as individuals. The nature of the detective story itself models how we build and share knowledge. Drawing on concepts from literature and media studies, the author reveals clues about modern phenomena like conspiracy theory, groupthink and the nature of our digital identities.