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Too Much Fun
  • Language: en
  • Pages: 245

Too Much Fun

  • Type: Book
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  • Published: 2024-12-10
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  • Publisher: MIT Press

The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But while it sold at least twice as many units as other home computers of its time, like the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun, Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would rein...

Game History and the Local
  • Language: en
  • Pages: 246

Game History and the Local

This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

The Lvov-Warsaw School and Contemporary Philosophy of Language
  • Language: en
  • Pages: 307

The Lvov-Warsaw School and Contemporary Philosophy of Language

  • Type: Book
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  • Published: 2021-12-20
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  • Publisher: BRILL

Leading authors in their fields present an interdisciplinary panorama of vital themes of the philosophy of language and track their historical origins. This book gives new life to historical ideas and additional depth to current debates.

Metagames
  • Language: en
  • Pages: 209

Metagames

Metagames: Games about Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player’s role is in play, and to raise more profound topics such as those describing experiences of people of oppressed identities. The book is divided into six chapters that deal with the following meta devices: breaking the fourth wall, hypermediation, unreliable narrator, abusive game design, fragmentation, and parody. The book will predominantly interest scholars and students of media studies and game studies as it continues discourses held in the discipline regarding the metareferential character of digital games.

Handmade Pixels
  • Language: en
  • Pages: 328

Handmade Pixels

  • Type: Book
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  • Published: 2019-10-08
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  • Publisher: MIT Press

An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium. Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digita...

Race, Culture and the Video Game Industry
  • Language: en
  • Pages: 148

Race, Culture and the Video Game Industry

A detailed and much needed examination of how systemic racism in the US shaped the culture, market logic, and production practices of video game developers from the 1970s until the 2010s. Offering historical analysis of the video game industries (console, PC, and indie) from a critical, political economic lens, this book specifically examines the history of how such practices created, enabled, and maintained racism through the imagined ‘gamer.’ The book explores how the cultural and economic landscape of the United States developed from the 1970s through the 2000s and explains how racist attitudes are reflected and maintained in the practices of video games production. These practices co...

Regarding the Mind, Naturally
  • Language: en
  • Pages: 290

Regarding the Mind, Naturally

Naturalism is currently the most vibrantly developing approach to philosophy, with naturalised methodologies being applied across all the philosophical disciplines. One of the areas naturalism has been focussing upon is the mind, traditionally viewed as a topic hard to reconcile with the naturalistic worldview. A number of questions have been pursued in this context. What is the place of the mind in the world? How should we study the mind as a natural phenomenon? What is the significance of cognitive science research for philosophical debates? In this book, philosophical questions about the mind are asked in the context of recent developments in cognitive science, evolutionary theory, psycho...

Seeing Red
  • Language: en
  • Pages: 185

Seeing Red

  • Type: Book
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  • Published: 2024-05-14
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  • Publisher: MIT Press

The curious history, technology, and technocultural context of Nintendo’s short-lived stereoscopic gaming console, the Virtual Boy. With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo's balance sheet for the product was "in the red" as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts José Zagal and Benj Edwards explore in Seeing Red, but even more interesting to the authors is what the platform actually was: what it promised...

Digital Interaction and Machine Intelligence
  • Language: en
  • Pages: 374

Digital Interaction and Machine Intelligence

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