Game Cultures Computer Games As New Media

Author: Dovey, Jon
Publisher: McGraw-Hill Education (UK)
ISBN: 033521357X
Format: PDF, ePub
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This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

Computer Games and New Media Cultures

Author: Johannes Fromme
Publisher: Springer Science & Business Media
ISBN: 9400727771
Format: PDF, Mobi
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Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.

The Pleasures of Computer Gaming

Author: Melanie Swalwell
Publisher: McFarland
ISBN: 0786451203
Format: PDF, ePub, Mobi
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This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanities and social sciences, particularly new media studies. In eight essays, the authors develop rich and nuanced understandings of the aesthetic appeals and pleasurable engagements of digital gameplay. Topics include the role of “cheats” and “easter eggs” in influencing cheating as an aesthetic phenomenon of gameplay; the relationship between videogames, gambling, and addiction; players’ aesthetic and kinaesthetic interactions with computing technology; and the epistemology and phenomenology of popular strategy-based wargames and their relationship with real-world military applications. Notes and a bibliography accompany each essay, and the work includes several screenshots, images, and photographs.

Games and Gaming

Author: Larissa Hjorth
Publisher: Berg
ISBN: 1847888399
Format: PDF, ePub, Docs
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The computer games industry has rapidly matured. Once a preoccupation only of young technophiles, games are now one of the dominant forms of global popular culture. From consoles such as Nintendo Wii and Microsoft Xbox to platforms such as iPhones and online gaming worlds, the realm of games and their scope has become all-pervasive. The study of games is no longer a niche interest but rather an integral part of cultural and media studies. The analysis of games reveals much about contemporary social relations, online communities and media engagement. Presenting a range of approaches and analytical tools through which to explore the role of games in everyday life, and packed with case material, Games and Gaming provides a comprehensive overview of this new media and how it permeates global culture in the twenty-first century.

The New Media and Cybercultures Anthology

Author: Pramod K. Nayar
Publisher: John Wiley & Sons
ISBN: 140518308X
Format: PDF, ePub, Docs
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Moving beyond traditional cyberculture studies paradigms in several key ways, this comprehensive collection marks the increasing convergence of cyberculture with other forms of media, and with all aspects of our lives in a digitized world. Includes essential readings for both the student and scholar of a diverse range of fields, including new and digital media, internet studies, digital arts and culture studies, network culture studies, and the information society Incorporates essays by both new and established scholars of digital cultures, including Andy Miah, Eugene Thacker, Lisa Nakamura, Chris Hables Gray, Sonia Livingstone and Espen Aarseth Created explicitly for the undergraduate student, with comprehensive introductions to each section that outline the main ideas of each essay Explores the many facets of cyberculture, and includes sections on race, politics, gender, theory, gaming, and space The perfect companion to Nayar′s Introduction to New Media and Cyberculture

An Introduction to New Media and Cybercultures

Author: Pramod K. Nayar
Publisher: John Wiley & Sons
ISBN: 1405181672
Format: PDF, Kindle
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This introduction to cybercultures provides a cutting-edge and much needed guide to the rapidly changing world of new media and communication. Considers cyberculture and new media through contemporary race, gender and sexuality studies and postcolonial theory Offers a clear analysis of some of the most complex issues in cybercultures, including identity, network societies, new geographies, and connectivity Includes discussions of gaming, social networking, geography, net-democracy, aesthetics, popular internet culture, the body, sexuality and politics Examines key questions in the political economy, racialization, gendering and governance of cyberculture

The Game Culture Reader

Author: Jason Thompson
Publisher: Cambridge Scholars Publishing
ISBN: 1443864374
Format: PDF, ePub
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In The Game Culture Reader, editors Jason C. Thompson and Marc A. Ouellette propose that Game Studies—that peculiar multi-, inter-, and trans-disciplinary field wherein international researchers from such diverse areas as rhetoric, computer science, literary studies, culture studies, psychology, media studies and so on come together to study the production, distribution, and consumption of games—has reached an unproductive stasis. Its scholarship remains either divided (as in the narratologists versus ludologists debate) or indecisive (as in its frequently apolitical stances on play and fandom). Thompson and Ouellette firmly hold that scholarship should be distinguished from the repetitively reductive commonplaces of violence, sexism, and addiction. In other words, beyond the headline-friendly modern topoi that now dominate the discourse of Game Studies, what issues, approaches, and insights are being, if not erased, then displaced? This volume gathers together a host of scholars from different countries, institutions, disciplines, departments, and ranks, in order to present original and evocative scholarship on digital game culture. Collectively, the contributors reject the commonplaces that have come to define digital games as apolitical or as somehow outside of the imbricated processes of cultural production that govern the medium itself. As an alternative, they offer essays that explore video game theory, ludic spaces and temporalities, and video game rhetorics. Importantly, the authors emphasize throughout that digital games should be understood on their own terms: literally, this assertion necessitates the serious reconsideration of terms borrowed from other academic disciplines; figuratively, the claim embeds the embrace of game play in the continuing investigation of digital games as cultural forms. Put another way, by questioning the received wisdom that would consign digital games to irrelevant spheres of harmless child’s play or of invidious mass entertainment, the authors productively engage with ludic ambiguities.

Children Media and Culture

Author: Máire Messenger Davies
Publisher: Open University Press
ISBN: 9780335229208
Format: PDF, ePub
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"Children, Media and Culture seeks to redefine the discipline's domain by including classical art, fairy tales, and literature in the research purview along with media such as television, gaming, and social networking. Maire Messenger Davies continues to offer an original voice in the scholarship of media and children." Professor Dafna Lemish, Editor, Journal of Children and Media "An ambitious and quite helpful synthesis of scholarly research, policy reports, professional opinion and personal impressions on what it has meant to be represented as a child in relation to different cultural and historical contexts and media forms up to the present day... I commend the author for the lively and clear, yet scholarly and eloquent quality of her prose. Would that more academics were also trained appreciators of literature and former journalists!" Mark Evan Nelson, Assistant Professor in English Language and Literature at the National Institute of Education, Singapore Childhood and children's culture are regularly in the forefront of debates about how society is changing - often, it is argued, for the worse. This book addresses the continuing concerns around media 'effects' and critically examines the view that technology has dramatically changed modern children’s lives. This book engages with and seeks to broaden the public debate about the role of popular media in children's lives. It considers how public anxieties regarding the harmful influences of the media are heightened at times of rapid technological change. This change is most visible in the appearance of new media technology - currently including digital television; the Internet; computer games, mobile phones and i-pods, but also, in the past, print material, films, radio and broadcast television, when they were new. Written in a lively and accessible style, the book discusses various genres, including television and the Internet, children's books, fairy tales, children in art, playground games, and film. Case studies include Disney, Harry Potter; Teletubbies, Sesame Street, Cbeebies and The Secret Garden. Essential reading for media students, this book situates the study of childhood and the media within a framework of different disciplines, including historical, sociological, psychological and political approaches.

The Formation of Gaming Culture

Author: G. Kirkpatrick
Publisher: Springer
ISBN: 113730510X
Format: PDF, Mobi
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This book analyses gaming magazines published in Britain in the 1980s to provide the first serious history of the bedroom coding culture that produced some of the most important video games ever played.