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Alan F Meades Understanding Counterplay In Video Games


Alan F Meades Understanding Counterplay In Video Games
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Understanding Counterplay In Video Games


Understanding Counterplay In Video Games
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Author : Alan F. Meades
language : en
Publisher: Routledge
Release Date : 2015-06-05

Understanding Counterplay In Video Games written by Alan F. Meades and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-06-05 with Computers categories.


This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay. Using ethnographic research, Alan Meades not only to gives voice to counterplayers, but reframes counterplay as a complex practice with contradictory motivations that is anything but reducible to simply being hostile to play, players, or commercial videogames. The book offers a grounded and pragmatic exploration of counterplay, framing it as an unavoidable by-product of interaction of mass audiences with compelling and culturally important texts.



Alan F Meades Understanding Counterplay In Video Games


Alan F Meades Understanding Counterplay In Video Games
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Author : Sascha Pöhlmann
language : en
Publisher:
Release Date : 2019

Alan F Meades Understanding Counterplay In Video Games written by Sascha Pöhlmann and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019 with categories.




Archaeogaming


Archaeogaming
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Author : Andrew Reinhard
language : en
Publisher: Berghahn Books
Release Date : 2018-06-18

Archaeogaming written by Andrew Reinhard and has been published by Berghahn Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-06-18 with Social Science categories.


A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. “[T]he author’s clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading.”—Antiquity Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. From the introduction: Archaeogaming, broadly defined, is the archaeology both in and of digital games... As will be described in the following chapters, digital games are archaeological sites, landscapes, and artifacts, and the game-spaces held within those media can also be understood archaeologically as digital built environments containing their own material culture... Archaeogaming does not limit its study to those video games that are set in the past or that are treated as “historical games,” nor does it focus solely on the exploration and analysis of ruins or of other built environments that appear in the world of the game. Any video game—from Pac-Man to Super Meat Boy—can be studied archaeologically.



Exploring Animal Crossing


Exploring Animal Crossing
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Author : Bruce Baer Arnold
language : en
Publisher: Anthem Press
Release Date : 2024-06-11

Exploring Animal Crossing written by Bruce Baer Arnold and has been published by Anthem Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-06-11 with Law categories.


Animal Crossing is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID-19, gamification of offline brands, relationships with past/contemporary computer games, and Animal Crossing as an example of the Japanification of online popular culture. The book provides insights for students, researchers and non-specialist readers.



Fans And Videogames


Fans And Videogames
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Author : Melanie Swalwell
language : en
Publisher: Taylor & Francis
Release Date : 2017-03-03

Fans And Videogames written by Melanie Swalwell and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-03 with Games & Activities categories.


This anthology addresses videogames long history of fandom, and fans’ important role in game history and preservation. In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. Gamers are active creators in generating meaning; they are creators of media texts they share with other fans (mods, walkthroughs, machinima, etc); and they have played a central role in curating and preserving games through activities such as their collective work on: emulation, creating online archives and the forensic archaeology of code. This volume brings together essays that explore game fandom from diverse perspectives that examine the complex processes at work in the phenomenon of game fandom and its practices. Contributors aim to historicize game fandom, recognize fan contributions to game history, and critically assess the role of fans in ensuring that game culture endures through the development of archives.



Video Game Policy


Video Game Policy
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Author : Steven Conway
language : en
Publisher: Routledge
Release Date : 2015-10-14

Video Game Policy written by Steven Conway and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-10-14 with Social Science categories.


This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (until recently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.



Videogames Identity And Digital Subjectivity


Videogames Identity And Digital Subjectivity
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Author : Rob Gallagher
language : en
Publisher: Taylor & Francis
Release Date : 2017-07-06

Videogames Identity And Digital Subjectivity written by Rob Gallagher and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-07-06 with Games & Activities categories.


Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Contents -- List of Figures -- Acknowledgements -- 1 Digital Subjects: Videogames, Technology and Identity -- 2 Datafied Subjects: Profiling and Personal Data -- 3 Private Subjects: Secrecy, Scandal and Surveillance -- 4 Beastly Subjects: Bodies and Interfaces -- 5 Synthetic Subjects: Horror and Artificial Intelligence -- 6 Mobile Subjects: Framing Selves and Spaces -- 7 Productive Subjects: Time, Value and Gendered Feelings -- Index



The Playful Undead And Video Games


The Playful Undead And Video Games
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Author : Stephen J. Webley
language : en
Publisher: Routledge
Release Date : 2019-07-17

The Playful Undead And Video Games written by Stephen J. Webley and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-07-17 with Social Science categories.


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.



Digital Games As History


Digital Games As History
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Author : Adam Chapman
language : en
Publisher: Routledge
Release Date : 2016-05-05

Digital Games As History written by Adam Chapman and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-05-05 with Social Science categories.


This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.



New Perspectives On The Social Aspects Of Digital Gaming


New Perspectives On The Social Aspects Of Digital Gaming
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Author : Rachel Kowert
language : en
Publisher: Routledge
Release Date : 2017-02-10

New Perspectives On The Social Aspects Of Digital Gaming written by Rachel Kowert and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-02-10 with Computers categories.


Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.