Computer Games

Author: Diane Carr
Publisher: John Wiley & Sons
ISBN: 0745687504
Format: PDF, Docs
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Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.

Once upon a virtual time

Author: Marina Wahl
Publisher: Tectum Wissenschaftsverlag
ISBN: 3828854605
Format: PDF, Docs
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Ein Komet droht die Welt zu vernichten, die Manipulation von Raum und Zeit löscht alles Leben, ein gigantisches Monster wird von einem körperlosen Wesen beschworen - auf den ersten Blick erscheinen die Konstruktionen japanischer Videospiele für den westlichen Kulturkreis abenteuerlich fremd. Dennoch wurde die japanische Rollenspiel-Reihe FINAL FANTASY zu einer der erfolgreichsten Videospiel-Serien auf dem internationalen Markt. Trotz dieser Dominanz japanischer Spieltitel ist die Videospielforschung noch immer eine amerikanisch geprägte Disziplin, die asiatische Produktionen fast vollständig ausklammert. Unter Abgrenzung des Genres von verwandten Gattungen wie dem Adventure definiert Marina Wahl die zahlreichen narrativen und dramaturgischen Möglichkeiten des japanischen Rollenspiels und verortet sie in zwei detaillierten Analysen von FINAL FANTASY X und FINAL FANTASY X-2. Once upon a virtual time ist mit seinen zahlreichen Verweisen auf namhafte Produktionen eine längst überfällige Betrachtung des japanischen Videospiels - ein anregender Überblick für Videospielveteranen wie für interessierte Novizen.

The Creation of Narrative in Tabletop Role Playing Games

Author: Jennifer Grouling Cover
Publisher: McFarland
ISBN: 0786456175
Format: PDF, Docs
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Despite the rise of computer gaming, millions of adults still play face to face role playing games, which rely in part on social interaction to create stories. This work explores tabletop role playing game (TRPG) as a genre separate from computer role playing games. The relationship of TRPGs to other games is examined, as well as the interaction among the tabletop module, computer game, and novel versions of Dungeons & Dragons. Given particular attention are the narrative and linguistic structures of the gaming session, and the ways that players and gamemasters work together to construct narratives. The text also explores wider cultural influences that surround tabletop gamers.

The Routledge Companion to Video Game Studies

Author: Mark J.P. Wolf
Publisher: Routledge
ISBN: 1136290508
Format: PDF, ePub, Docs
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The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has produced few comprehensive reference works. The Routledge Companion to Video Game Studies, compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, aims to address the ongoing theoretical and methodological development of game studies, providing students, scholars, and game designers with a definitive look at contemporary video game studies. Features include: comprehensive and interdisciplinary models and approaches for analyzing video games; new perspectives on video games both as art form and cultural phenomenon; explorations of the technical and creative dimensions of video games; accounts of the political, social, and cultural dynamics of video games. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. Together, they provide an overview of the present state of game studies that will undoubtedly prove invaluable to student, scholar, and designer alike.


Author: James Newman
Publisher: Routledge
ISBN: 1136500413
Format: PDF, ePub, Mobi
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In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, ‘lived experience’, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.

Children s Games in the New Media Age

Author: Chris Richards
Publisher: Routledge
ISBN: 1317167562
Format: PDF, Mobi
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The result of a unique research project exploring the relationship between children's vernacular play cultures and their media-based play, this collection challenges two popular misconceptions about children's play: that it is depleted or even dying out and that it is threatened by contemporary media such as television and computer games. A key element in the research was the digitization and analysis of Iona and Peter Opie's sound recordings of children's playground and street games from the 1970s and 1980s. This framed and enabled the research team's studies both of the Opies' documents of mid-twentieth-century play culture and, through a two-year ethnographic study of play and games in two primary school playgrounds, contemporary children's play cultures. In addition the research included the use of a prototype computer game to capture playground games and the making of a documentary film. Drawing on this extraordinary data set, the volume poses three questions: What do these hitherto unseen sources reveal about the games, songs and rhymes the Opies and others collected in the mid-twentieth century? What has happened to these vernacular forms? How are the forms of vernacular play that are transmitted in playgrounds, homes and streets transfigured in the new media age? In addressing these questions, the contributors reflect on the changing face of childhood in the twenty-first century - in relation to questions of gender and power and with attention to the children's own participation in producing the ethnographic record of their lives.

Growing Up Online

Author: S. Weber
Publisher: Springer
ISBN: 0230607012
Format: PDF, ePub
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In this cutting-edge anthology, contributors examine the diverse ways in which girls and young women across a variety of ethnic, socio-economic, and national backgounds use digital technology in their everyday lives. They explore identity development, how young women interact with technology, and how race, class, and identity influence game play.