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The Playful Citizen
  • Language: en

The Playful Citizen

  • Type: Book
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  • Published: 2019
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  • Publisher: Unknown

This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies.

Gamers
  • Language: en
  • Pages: 313

Gamers

  • Type: Book
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  • Published: 2013-03
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  • Publisher: Routledge

This book explores patterns of gameplay and sociality afforded by online gaming. Bringing together essays from leading and emerging academics, this book explores key issues in understanding online gaming, including: patterns of play, legality, production, identity, gamer communities, communication, social exclusion and inclusion, and considers future directions in online gaming.

The dark and the light side of gaming
  • Language: en
  • Pages: 199

The dark and the light side of gaming

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The Dark Side of Game Play
  • Language: en
  • Pages: 281

The Dark Side of Game Play

  • Type: Book
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  • Published: 2015-06-05
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  • Publisher: Routledge

Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

A World of Excesses
  • Language: en
  • Pages: 260

A World of Excesses

  • Type: Book
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  • Published: 2016-03-16
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  • Publisher: Routledge

This book explores gaming culture, focusing on competent players and excessive use. Addressing the contested question of whether addiction is possible in relation to computer games - specifically online gaming - A World of Excesses demonstrates that excessive playing does not necessarily have detrimental effects, and that there are important contextual elements that influence what consequences playing has for the players. Based on new empirical studies, including in-depth interviews and virtual ethnography, and drawing on material from international game related sites, this book examines the reasons for which gaming can occupy such a central place in people's lives, to the point of excess. As such, it will be of interest to sociologists and psychologists working in the fields of cultural and media studies, the sociology of leisure, information technology and addiction.

21st Century Medievalisms
  • Language: en
  • Pages: 367

21st Century Medievalisms

21st Century Medievalisms. Between the Global and Individual is an edited volume consisting of 14 chapters by scholars interested in contemporary medievalisms across the world. It is a timely contribution to the growing scholarship on medievalisms offering chapters that consider both the individual experiences of medievalisms, as well as those of societies and cultures at large. The chapters of the book are grouped into three parts, the first explores stereotypes and myths in medievalisms; the second examines medievalisms that speak to particular communities and audiences; and the third studies how medievalisms are impacted by or stimulate conversations of politics and gender. These chapters...

Video Game Art Reader
  • Language: en
  • Pages: 91

Video Game Art Reader

  • Categories: Art

The inaugural issue of VGAR celebrates video game culture as inclusive and global. Opening with an interview with the art director of the first independent Cuban video game, Savior, while the following essays from art historians, literary theorists, game designers, artists, educators, museum curators, and programmers all engage with video games as an important part of the global art landscape. Each engages with what makes good game art with special attention to the transnational cadre of gamers that play them. Contributions by Jesse de Vos, Jacob Euteneuer, Monica Evans, Tiffany Funk, René Glas, Eddie Lohmeyer, Evan Meaney, Kieran Nolan, Josuhe Pagliery, Sercan Şengün, Teresa Silva, Christopher W. Totten, and Jasper van Vught.

Gamer Citizens
  • Language: en
  • Pages: 134

Gamer Citizens

This book examines the politics of being a gamer in the digital age with an in-depth study of the communities of gamers who populate live-video streaming sites. This text offers an innovative theoretical and methodological study of gamers in their community. It explores gamers as citizens and asks how gamers are political in view of their activities on stream. Ilya Brookwell examines how gamers live out their daily lives on live-video streams and how they use their associated new platforms and tools, including live-video streams such as Twitch.tv and online web fora, to engage with “live-video politics”. It explores the relationship between gamers, gaming, and streaming, highlighting how...

Antitrust and Upstream Platform Power Plays
  • Language: en
  • Pages: 401

Antitrust and Upstream Platform Power Plays

Large digital platforms have been in the doghouse of antitrust decision-makers worldwide in recent years. Antitrust regulators agree, urgent intervention is needed. Interestingly, it is the plight of victimized suppliers--of merchants, app developers, publishers, platform labourers, and the like, who are upstream in the value chain--that has topped the policy agenda, prompting scrutiny of an almost unprecedented intensity. Amid such anxieties, Antitrust and Upstream Platform Power Plays asks a somewhat provocative question: Are upstream platform power plays really 'competition problems', and ones for antitrust, at that? The apparently obvious answer--'yes'--is deceptively simple for a number...

Seeing Ourselves Through Technology
  • Language: en
  • Pages: 110

Seeing Ourselves Through Technology

  • Type: Book
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  • Published: 2014-10-02
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  • Publisher: Springer

This book is open access under a CC BY license. Selfies, blogs and lifelogging devices help us understand ourselves, building on long histories of written, visual and quantitative modes of self-representations. This book uses examples to explore the balance between using technology to see ourselves and allowing our machines to tell us who we are.