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How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.
This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.
In computing, overclocking refers to the common practice of increasing the clock rate of a computer to exceed that certified by the manufacturer. The concept is seductive but overclocking may destroy your motherboard or system memory, even irreparably corrupt the hard drive. Volume 4 of the Video Game Art Reader (VGAR) proposes overclocking as a metaphor for how games are produced and experienced today, and the temporal compressions and expansions of the many historical lineages that have shaped game art and culture. Contributors reflect on the many ways in which overclocking can be read as a means of oppression but also a strategy to raise awareness of how inequities have shaped video games. Contributions by Uche Anomnachi, Andrew Bailey, Chaz Evans, Tiffany Funk, D’An Knowles Ball, Alexandre Paquet, Chris Reeves, and Regina Siewald.
Provides new perspectives on the increasingly complex relationships between media forms and formats, materiality, and meaning. Drawing on a range of qualitative methodologies, our consideration of the materiality of media is structured around three overarching concepts: form – the physical qualities of objects and the meanings which extend from them; format – objects considered in relation to the protocols which govern their use, and the meanings and practices which stem from them; and ephemeral meaning – the ways in which media artefacts are captured, transformed, and redefined through changing social, cultural, and technological values. Each section includes empirical chapters which ...
Essay from the year 2011 in the subject English Language and Literature Studies - Linguistics, grade: 1,0, University of Birmingham (School of English), course: Language and Communication, language: English, abstract: The notion of face as the public self-image plays a major role in every culture. It shapes the character of a speaker as well as how he or she is perceived by others. Therefore, the cross-cultural analysis of face is a crucial field of study in every social science. In this essay, the importance of face in Politeness Theory will be discussed. It aims to show the development of the concept first defined by Goffman in 1967 to the further analysis by Brown and Levinson in 1978, wh...
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.
Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
Es gibt viele gute Gründe, Stadt und Land Salzburg zu besuchen: Die Fürsterzbischöfe erwirtschafteten ihren Reichtum mit Salz, Carl Zuckmayer fand hier das »Henndorfer Paradiesgärtlein« und Paracelsus seine letzte Ruhestätte. Millionen Tonnen Gold lagern noch in den Hohen Tauern, Wolfgang Amadeus Mozart schrieb seine Krönungsmesse entgegen aller Annahmen nicht zur Einweihung von Maria Plain und die Fuschlerin ist keine Frau, sondern ein Schiff. Hoch hinaus auf die Berge, in wunderschöne Täler und mitten ins kulturelle Treiben der Mozartstadt - Franziska Lipp nimmt Sie in persönlichen Geschichten mit zu den liebsten Plätzen ihrer Heimat.
This book provides an accessible yet comprehensive introduction to the study of the dialects of English as they are spoken around the world, from the earliest dialect dictionaries of the sixteenth century to contemporary research emerging from the field of geolinguistics. Organised into ten thematic chapters, it explores and evaluates the methods and purposes of each approach to the study of dialectal variation, with full explanations of technical terms throughout. Illuminating one of the most productive fields of interest in language study, this compelling book is essential reading for students of dialect and regional difference in English.
Black Mirror, Fargo, True Detective und American Horror Story gehören zu den meistdiskutierten Serienproduktionen der letzten zehn Jahre. So unterschiedlich die Serien sind: Sie eint eine Gattungsbezeichnung, die sich als Selbstbeschreibung im Marketing der Produktionen sowie in den Besprechungen der Kommentatorinnen und Kommentatoren etabliert hat: Anthologieserie. Die Beiträge des Sammelbands setzen es sich zum Ziel, dem Anthologischen im Seriellen systematisch nachzugehen, um den Begriff im geisteswissenschaftlichen Diskurs zu profilieren. Dabei fragen die Beiträge nach den medialen Bedingungen, wie etwa den Zusammenhängen und Unterschieden von Sammlung und Reihe, von literarischen un...