Gameworlds

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Gameworlds

Gameworlds Pdf/ePub eBook Author: ,
Editor: Bloomsbury Publishing USA
ISBN: 1623563895
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Gameworlds by , Summary

Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.

Gameworld Interfaces

Gameworld Interfaces Pdf/ePub eBook Author: Kristine Jorgensen
Editor: MIT Press
ISBN: 0262319071
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Gameworld Interfaces by Kristine Jorgensen Summary

An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds. Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary universe; or it might augment the world of the game with overlays, symbols, and menus. In this book, Kristine Jørgensen investigates both kinds of gameworld interfaces. She shows that although the naturalistic approach may appear more integral to the imaginary world of the game, both the invisible and visible interfaces effectively present information that players need in order to interact with the game and its rules. The symbolic, less naturalistic approach would seem to conflict with the idea of a coherent, autonomous fictional universe; but, Jørgensen argues, gameworlds are not governed by the pursuit of fictional coherence but by the logics of game mechanics. This is characteristic of gameworlds and distinguishes them from other traditional fictional worlds. Jørgensen investigates gameworld interfaces from the perspectives of both game designers and players. She draws on interviews with the design teams of Harmonix Music (producer of Rock Band and other music games) and Turbine Inc. (producer of such massively multiplayer online games as Lord of the Rings Online), many hours of gameplay, and extensive interviews and observations of players. The player studies focus on four games representing different genres: Crysis, Command & Conquer 3: Tiberian Wars, The Sims 2, and Diablo 2. Finally, she presents a theory of game user interfaces and considers the implications of this theory for game design.

Game World

Game World Pdf/ePub eBook Author: C.J. Farley
Editor: Akashic Books
ISBN: 1617752061
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Game World by C.J. Farley Summary

Middle school terrifies Dylan till he unlocks a real-life world inside a video game. For fans of Ready Player One.

Building Love That Lasts

Building Love That Lasts Pdf/ePub eBook Author: Clinton Callahan
Editor: SCB Distributors
ISBN: 194249355X
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Building Love That Lasts by Clinton Callahan Summary

“Clinton Callahan is an original thinker.” – Marilyn Ferguson, author, The Aquarian Conspiracy and Aquarius Now, and former editor Brain-Mind Bulletin. "For modern seekers, responding to the call for initiation into relationship, here is an open invitation." MALIDOMA SOME, AUTHOR "OF WATER AND THE SPIRIT" It's one of those rare books that will definitely wake you up. I consider it must reading for anyone seriously interested in the path of conscious relationship." -- John Welwood, author of Journey of the Heart and Perfect Love, Imperfect Relationships This hard-hitting and innovative book about partnered relationship immediately challenges the deceptions about love and intimacy rampant in today’s patriarchal culture. At the same time, Building Love That Lasts reveals a step-by-step process for discovering and living out alternative possibilities. The author claims that even the best of our relationships are still generally basic level; what he calls “Ordinary Human Relationship.” He asserts that two more domains remain to be explored: namely, Extraordinary Human Relationship and Archetypal Love. The book describes exactly how to enter these new domains, and how to stay there long enough to cultivate genuine intimacy, nurturance, excitement and satisfaction together. The material for this book is startlingly original and fresh, directly distilled from over thirty years of trial, error and reevaluation within seminars and trainings conducted by the author in the U.S. and Europe. The essential teaching tools are “Thought-Maps” that illustrate and guide the dynamics of evolving relationship, coupled with a series of experiments/“explorations” to be undertaken alone or with one’s partner. Topics include: Making the leap from Defensive Learning to Expansive Learning. Breaking out of the relationship “Box.” The lie of being unlovable. Navigating in the realm of feelings. Communication skills for “explorers.

The Playful Undead and Video Games

The Playful Undead and Video Games Pdf/ePub eBook Author: Stephen J. Webley,Peter Zackariasson
Editor: Routledge
ISBN: 1351716514
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The Playful Undead and Video Games by Stephen J. Webley,Peter Zackariasson Summary

This book explores the central role of the zombie in contemporary popular culture as they appear in video games. Moving beyond traditional explanations of their enduring appeal – that they embody an aesthetic that combines horror with a mindless target; that lower age ratings for zombie games widen the market; or that Artificial Intelligence routines for zombies are easier to develop – the book provides a multidisciplinary and comprehensive look at this cultural phenomenon. Drawing on detailed case studies from across the genre, contributors from a variety of backgrounds offer insights into how the study of zombies in the context of video games informs an analysis of their impact on contemporary popular culture. Issues such as gender, politics, intellectual property law, queer theory, narrative storytelling and worldbuilding, videogame techniques and technology, and man’s relation to monsters are closely examined in their relation to zombie video games. Breaking new ground in the study of video games and popular culture, this volume will be of interest to researchers in a broad range of areas including media, popular culture, video games, and media psychology.

Game Sound Technology and Player Interaction: Concepts and Developments

Game Sound Technology and Player Interaction: Concepts and Developments Pdf/ePub eBook Author: Grimshaw, Mark
Editor: IGI Global
ISBN: 1616928301
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Game Sound Technology and Player Interaction: Concepts and Developments by Grimshaw, Mark Summary

Game Sound Technology and Player Interaction: Concepts and Developments researches both how game sound affects a player psychologically, emotionally, and physiologically, and how this relationship itself impacts the design of computer game sound and the development of technology. This compilation also applies beyond the realm of video games to other types of immersive sound, such as soundscape design, gambling machines, emotive and fantastical sound to name a few. The application for this research is wide-ranging, interdisciplinary, and of primary importance for academics and practitioners searching for the right sounds.

Manifest Destiny 2. 0

Manifest Destiny 2. 0 Pdf/ePub eBook Author: Sara Humphreys
Editor: U of Nebraska Press
ISBN: 1496224787
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Manifest Destiny 2. 0 by Sara Humphreys Summary

Examining the social and cultural implications of noir and Western narratives in video games, Manifest Destiny 2.0 explores the performative literacy of gaming as a means by which Western and noir genres continue to influence twenty-first-century attitudes and global culture.

The Routledge Companion to Screen Music and Sound

The Routledge Companion to Screen Music and Sound Pdf/ePub eBook Author: Miguel Mera,Ronald Sadoff,Ben Winters
Editor: Taylor & Francis
ISBN: 131739898X
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The Routledge Companion to Screen Music and Sound by Miguel Mera,Ronald Sadoff,Ben Winters Summary

The Routledge Companion to Screen Music and Sound provides a detailed and comprehensive overview of screen music and sound studies, addressing the ways in which music and sound interact with forms of narrative media such as television, videogames, and film. The inclusive framework of "screen music and sound" allows readers to explore the intersections and connections between various types of media and music and sound, reflecting the current state of scholarship and the future of the field. A diverse range of international scholars have contributed an impressive set of forty-six chapters that move from foundational knowledge to cutting edge topics that highlight new key areas. The companion is thematically organized into five cohesive areas of study: Issues in the Study of Screen Music and Sound—discusses the essential topics of the discipline Historical Approaches—examines periods of historical change or transition Production and Process—focuses on issues of collaboration, institutional politics, and the impact of technology and industrial practices Cultural and Aesthetic Perspectives—contextualizes an aesthetic approach within a wider framework of cultural knowledge Analyses and Methodologies—explores potential methodologies for interrogating screen music and sound Covering a wide range of topic areas drawn from musicology, sound studies, and media studies, The Routledge Companion to Screen Music and Sound provides researchers and students with an effective overview of music’s role in narrative media, as well as new methodological and aesthetic insights.

The Transhumanist Reader

The Transhumanist Reader Pdf/ePub eBook Author: Max More,Natasha Vita-More
Editor: John Wiley & Sons
ISBN: 1118555996
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The Transhumanist Reader by Max More,Natasha Vita-More Summary

The first authoritative and comprehensive survey of the originsand current state of transhumanist thinking The rapid pace of emerging technologies is playing anincreasingly important role in overcoming fundamental humanlimitations. Featuring core writings by seminal thinkers in thespeculative possibilities of the posthuman condition, essaysaddress key philosophical arguments for and against humanenhancement, explore the inevitability of life extension, andconsider possible solutions to the growing issues of social andethical implications and concerns. Edited by the internationallyacclaimed founders of the philosophy and social movement oftranshumanism, The Transhumanist Reader is an indispensableguide to our current state of knowledge of the quest to expand thefrontiers of human nature.

The Virtual Future

The Virtual Future Pdf/ePub eBook Author: William Sims Bainbridge
Editor: Springer Science & Business Media
ISBN: 9780857299048
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The Virtual Future by William Sims Bainbridge Summary

The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online game worlds remain mysterious. The Virtual Future employs theories and methods from social science to explore nine very different virtual futures: The Matrix Online, Tabula Rasa, Anarchy Online, Entropia Universe, Star Trek Online, EVE Online, Star Wars Galaxies, World of Warcraft: Burning Crusade, and The Chronicles of Riddick. Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars. Four decades after the last trip to the moon, a new conception of spaceflight is emerging. Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home. All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences. Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented. They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations. By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future.

Game Worlds Get Real: How Who We Are Online Became Who We Are Offline

Game Worlds Get Real: How Who We Are Online Became Who We Are Offline Pdf/ePub eBook Author: Zek Valkyrie
Editor: ABC-CLIO
ISBN: 1440851298
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Game Worlds Get Real: How Who We Are Online Became Who We Are Offline by Zek Valkyrie Summary

This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. • Explains how social rigidity in digital communities often robs these spaces of experimentation and identity play • Suggests that new technologies such as virtual reality are unlikely to revolutionize the media or cause dramatic social change

Video Game Worlds

Video Game Worlds Pdf/ePub eBook Author: Timothy Rowlands
Editor: Routledge
ISBN: 1315416034
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Video Game Worlds by Timothy Rowlands Summary

As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this culture shaped by the decisions made by game designers and the collective interpretations of a game’s player base? In this book, Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to the virtual world of EverQuest. Through first-hand player experiences and interviews of other gamers, Rowlands analyzes a gaming environment that, as time goes on, looks less like leisure and more like a workspace. This groundbreaking fusion of sociology and the world of MMOs is a must read for scholars and gamers alike.

Discourse in Action

Discourse in Action Pdf/ePub eBook Author: Rodney H Jones,Sigrid Norris
Editor: Routledge
ISBN: 1134258127
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Discourse in Action by Rodney H Jones,Sigrid Norris Summary

From emails relating to adoption over the Internet to discussions in the airline cockpit, the spoken or written texts we produce can have significant social consequences. The area of Mediated Discourse Analysis considers texts in their social and cultural contexts to explore the actions individuals take with texts - and the consequences of those actions. Discourse in Action: brings together leading scholars from around the world in the area of Mediated Discourse Analysis reveals ways in which its theory and methodology can be used in research into contemporary social situations explores real situations and draws on real data in each chapter shows how analysis of texts in their social contexts broadens our understanding of the real world. Taken together, the chapters provide a comprehensive overview to the field and present a range of current studies that address some of the most important questions facing students and researchers in linguistics, education, communication studies and other fields.

Animated Worlds

Animated Worlds Pdf/ePub eBook Author: Suzanne Buchan
Editor: Indiana University Press
ISBN: 0861969278
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Animated Worlds by Suzanne Buchan Summary

What do we mean by the term "animation" when we are discussing film? Is it a technique? A style? A way of seeing or experiencing "a world" that has little relation to our own lived experience of "the world"? In Animated Worlds, contributors reveal the astonishing variety of "worlds" animation confronts us with. Essays range from close film analyses to phenomenological and cognitive approaches, spectatorship, performance, literary theory, and digital aesthetics. Authors include Vivian Sobchack, Richard Weihe, Thomas Lamarre, Paul Wells, and Karin Wehn.

eGods

eGods Pdf/ePub eBook Author: William Sims Bainbridge
Editor: Oxford University Press
ISBN: 0199323712
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eGods by William Sims Bainbridge Summary

What is the relationship between religion and multi-player online roleplaying games? Are such games simply a secular distraction from traditional religious practices, or do they in fact offer a different route to the sacred? In eGods, a leading scholar in the study of virtual gameworlds takes an in-depth look at the fantasy religions of 41 games and arrives at some surprising conclusions. William Sims Bainbridge investigates all aspects of the gameworlds' religious dimensions: the focus on sacred spaces; the prevalence of magic; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the gameworlds (and how this relates to cults in the real world); the predominance of polytheism; and, of course, how gameworld religions depict death. As avatars are multiple and immortal, death is merely a minor setback in most games. Nevertheless, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Examining EverQuest II, Lord of the Rings Online, Rift, World of Warcraft, Star Wars: The Old Republic, and many others, Bainbridge contends that gameworlds offer a new perspective on the human quest, one that combines the arts, simulates many aspects of real life, and provides meaningful narratives about achieving goals by overcoming obstacles. Indeed, Bainbridge suggests that such games take us back to those ancient nights around the fire, when shadows flickered and it was easy to imagine the monsters conjured by the storyteller lurking in the forest. Arguing that gameworlds reintroduce a curvilinear model of early religion, where today as in ancient times faith is inseparable from fantasy, eGods shows how the newest secular technology returns us to the very origins of religion so that we might "arrive where we started and know the place for the first time."

Time and Space in Video Games

Time and Space in Video Games Pdf/ePub eBook Author: Federico Alvarez Igarzábal
Editor: transcript Verlag
ISBN: 3839447135
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Time and Space in Video Games by Federico Alvarez Igarzábal Summary

Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.

Multimodality

Multimodality Pdf/ePub eBook Author: Janina Wildfeuer,Jana Pflaeging,John Bateman,Ognyan Seizov,Chiao-I Tseng
Editor: Walter de Gruyter GmbH & Co KG
ISBN: 3110608693
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Multimodality by Janina Wildfeuer,Jana Pflaeging,John Bateman,Ognyan Seizov,Chiao-I Tseng Summary

Multimodality’s popularity as a semiotic approach has not resulted in a common voice yet. Its conceptual anchoring as well as its empirical applications often remain localized and disparate, and ideas of a theory of multimodality are heterogeneous and uncoordinated. For the field to move ahead, it must achieve a more mature status of reflection, mutual support, and interaction with regard to both past and future directions. The red thread across the disciplines reflected in this book is a common goal of capturing the mechanisms of synergetic knowledge construction and transmission using diverse forms of expressions, i.e., multimodality. The collection of chapters brought together in the book reflects both a diversity of disciplines and common interests and challenges, thereby establishing an excellent roadmap for the future. The contributions revisit and redefine theoretical concepts or empirical analyses, which are crucial to the study of multimodality from various perspectives, with a view towards evolving issues of multimodal analysis. With this, the book aims at repositioning the field as a well-grounded scientific discipline with significant implications for future communication research in many fields of study.

Videogames

Videogames Pdf/ePub eBook Author: James Newman
Editor: Routledge
ISBN: 1136500413
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Videogames by James Newman Summary

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.

Directing The Power of Conscious Feelings

Directing The Power of Conscious Feelings Pdf/ePub eBook Author: Clinton Callahan
Editor: SCB Distributors
ISBN: 1942493002
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Directing The Power of Conscious Feelings by Clinton Callahan Summary

This book is about feelings, and the ways that we, as individuals and as a culture, have numbed ourselves against them. It is about unleashing the possibility of conscious feelings to re-make our lives into what really matters to us. The Power of Conscious Feelings introduces readers to the concept of the "personal numbness bar"--a measure set high by modern culture as a way of keeping everything "cool," under control, and consequently out of touch. This book provides the insight and the means for lowering that numbness bar. "You can feel more," the author asserts. You can regain the intelligence and energy of your feelings, so long denied and dressed up to appear acceptable. "Being cool," Callahan states, "allows you to look the other way about torture, invasion, pollution and injustice," and to accept the generic malaise that characterizes so many relationships. The central framework of the book is built with the Ten Distinctions for Consciously Feeling, including: * Learning the potent difference between thoughts and feelings, which most people confuse * Sorting out feelings (based in present) from emotions (based in the past or in somebody else's life) * Fully allowing that feelings are absolutely-neutral energy and information, neither good nor bad, neither positive nor negative. Each chapter is enriched with THOUGHTMAPS-clear diagrams of ways we presently think and ways we could possibly think-and supported by an abundance of practical experiments to try. The Power of Conscious Feelings is so much more than a book of self-help or inspiration. Ultimately, it is about our connection with and responsibility for the fate of the Earth. When we are no longer numb, we are freed from solitary confinement in our private world of thoughts and beliefs. We emerge, already connected with other human beings, connected in the world of feelings we all have in common. This book actually guides the reader through four distinct evolutionary stages: from Personal, to Relational, to Transformational, to Cultural, in showing us how to use our adult feelings as the fuel for living our destiny as creators of sustainable culture. Choosing numbness was probably unconscious for most of us. But, Callahan is committed to showing us, step by step, in this moment, how we can change the mind and learn to consciously feel.

The Media Snatcher

The Media Snatcher Pdf/ePub eBook Author: Carl Therrien
Editor: MIT Press
ISBN: 026235487X
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The Media Snatcher by Carl Therrien Summary

An in-depth exploration of a neglected video game platform of the 1990s and a reflection on the way we construct the cultural history of video games. In The Media Snatcher, Carl Therrien offers an in-depth exploration of NEC's PC Engine/TurboGrafx-16, a little-studied video game platform released in the late 1980s. The PC Engine was designed to bring technological expandability to the world of game consoles; The Media Snatcher's subtitle evokes some of the expansions and the numerous rebranded versions of the system released by NEC, including the first CD-ROM add-on in video game history. The platform makers hoped that expandability would allow its console to remain at the cutting edge and even catch up with such perceptually rich media as cinema and anime. More than a simple shape-shifter, the PC Engine became a media snatcher. Therrien examines the multidirectional interactions of video game technologies, commercial structures, and cultural dynamics. He considers, among other things, hyperbolic marketing and its impact on how we construct video game history; glitches, technological obsolescence, and the difficulty of conducting media archaeology of the recent past; the emergence of male-centered power fantasies through audiovisual rewards; the rise of original genres such as visual novels; and the sustained efforts to integrate PC Engine software in the sprawling media landscape of Japan (where the PC Engine found much of its success). Avoiding the usual techno-industrial glorification, Therrien recounts the bold technological aspirations of the platform makers and the struggles to make the actual technology realize its potential.