[PDF] Co Creating Videogames - eBooks Review

Co Creating Videogames


Co Creating Videogames
DOWNLOAD

Download Co Creating Videogames PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get Co Creating Videogames book now. This website allows unlimited access to, at the time of writing, more than 1.5 million titles, including hundreds of thousands of titles in various foreign languages. If the content not found or just blank you must refresh this page



Co Creating Videogames


Co Creating Videogames
DOWNLOAD
Author : John Banks
language : en
Publisher: A&C Black
Release Date : 2013-01-01

Co Creating Videogames written by John Banks and has been published by A&C Black this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-01-01 with Social Science categories.


This book explores key contemporary issues in participatory media culture, including questions of technology, labour and professional expertise.



Co Creation Innovation And New Service Development


Co Creation Innovation And New Service Development
DOWNLOAD
Author : Jedrzej Czarnota
language : en
Publisher: Routledge
Release Date : 2017-12-22

Co Creation Innovation And New Service Development written by Jedrzej Czarnota and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-12-22 with Business & Economics categories.


Involving customers in the development and production of new services becomes a powerful force across many creative industries. Customers can directly supply the firm with innovative ideas, provide skilled labour, and act as a powerful force in marketing. Firms across the world, as they seek to innovate and to better respond to market needs, begin to recognize the benefits stemming from customers’ involvement in their operations. Co-creation also becomes more prevalent as customers begin to expect it from firms – seeking to influence their favourite services or products, and to have them better tailored to their needs. Nevertheless, empowering the customers and involving them in the internal affairs of a firm is both difficult and risky. Despite co-creation becoming increasingly important to firms, very few accounts of it exist and many firms fail. Therefore, to navigate those straits, and to reap the benefits of co-creation, requires knowledge and more complete understanding of socio-cultural forces underpinning it. By studying a wide array of videogames firms in the USA and Europe, this book provides a unique insight into co-creation. It builds on the existing theories to provide unified framework for understanding co-creation in creative industries and other sectors. It combines insights from the dynamics of customer communities, with firm’s perspective on innovation management and organizational transformation. The book offers highly detailed insights into the industry, which is at the forefront of co-creation. Furthermore, it sheds new light on the videogames firms and their operations and is therefore ideally designed for researchers, educators, and students alike in the fields of knowledge management, innovation management, firm strategy, organization studies and creativity management.



Videogames And Agency


Videogames And Agency
DOWNLOAD
Author : Bettina Bódi
language : en
Publisher: Taylor & Francis
Release Date : 2022-12-30

Videogames And Agency written by Bettina Bódi and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-12-30 with Social Science categories.


Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.



Exploring Videogames With Deleuze And Guattari


Exploring Videogames With Deleuze And Guattari
DOWNLOAD
Author : Ciara Cremin
language : en
Publisher: Routledge
Release Date : 2015-08-13

Exploring Videogames With Deleuze And Guattari written by Ciara Cremin and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-08-13 with Social Science categories.


Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari’s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do. Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither ‘virtual’ nor ‘real’ exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.



Video Games And Creativity


Video Games And Creativity
DOWNLOAD
Author :
language : en
Publisher: Academic Press
Release Date : 2015-08-03

Video Games And Creativity written by and has been published by Academic Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-08-03 with Psychology categories.


Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: - Can video games be used to develop or enhance creativity? - Is there a place for video games in the classroom? - What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. - Summarizes research relating to creativity and video games - Incorporates creativity research on both game design and game play - Discusses physical design, game mechanics, coding, and more - Investigates how video games may encourage creative problem solving - Highlights applications of video games for educational purposes



Collaborative Worldbuilding For Video Games


Collaborative Worldbuilding For Video Games
DOWNLOAD
Author : Kaitlin Tremblay
language : en
Publisher: CRC Press
Release Date : 2023-03-08

Collaborative Worldbuilding For Video Games written by Kaitlin Tremblay and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-03-08 with Games & Activities categories.


This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa. Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie Includes boxed articles for deeper interrogation and exploration of key ideas Contains templates and checklists for practical tips on worldbuilding



Artsit Interactivity And Game Creation


Artsit Interactivity And Game Creation
DOWNLOAD
Author : Matthias Wölfel
language : en
Publisher: Springer Nature
Release Date : 2022-02-09

Artsit Interactivity And Game Creation written by Matthias Wölfel and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-02-09 with Technology & Engineering categories.


This book constitutes the refereed post-conference proceedings of the 10th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2021 which was held in December 2021. Due to COVID-19 pandemic the conference was held virtually. The 31 revised full papers presented were carefully selected from 57 submissions. The papers are thematically arranged in the following sections: Media Arts and Virtual Reality; Games; Fusions; Collaboration, Inclusion and Participation; Artificial Intelligence in Art and Culture; Approaches and Applications.



The Evolution And Social Impact Of Video Game Economics


The Evolution And Social Impact Of Video Game Economics
DOWNLOAD
Author : Casey B. Hart
language : en
Publisher: Bloomsbury Publishing PLC
Release Date : 2017-07-13

The Evolution And Social Impact Of Video Game Economics written by Casey B. Hart and has been published by Bloomsbury Publishing PLC this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-07-13 with Language Arts & Disciplines categories.


Today, consumers of video games spend over $22.4 billion each year; using more complex and multi-layered strategies, game developers attempt to extend the profitability of their products from a simple one-time sale, to continuous engagement with the consumer. The Evolution and Social Impact of Video Game Economics examines paradigmatic changes in the economic structure of the video game industry from a media effects and game design perspective. This book explores how game developers have changed how they engage players in order to facilitate continuous financial transactions. Contributors look from the advent of microtransactions and downloadable content (DLCs) to the impact of planned obsolescence, impulse buying, and emotional control. This collection takes a broad view of the game dynamics and market forces that drive the video game industry, and features international contributors from Asia, Europe, and Australia.



The Unity Game Engine And The Circuits Of Cultural Software


The Unity Game Engine And The Circuits Of Cultural Software
DOWNLOAD
Author : Benjamin Nicoll
language : en
Publisher: Springer Nature
Release Date : 2019-08-22

The Unity Game Engine And The Circuits Of Cultural Software written by Benjamin Nicoll and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-08-22 with Social Science categories.


Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.



Towards Game Translation User Research


Towards Game Translation User Research
DOWNLOAD
Author : Mikołaj Deckert
language : en
Publisher: Cambridge University Press
Release Date : 2024-05-23

Towards Game Translation User Research written by Mikołaj Deckert and has been published by Cambridge University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-05-23 with Language Arts & Disciplines categories.


This Element takes the initiative to highlight the nascent state of audiovisual translation research centring on users of video games. It proposes ways of advancing the research by integrating numerous related perspectives from relevant fields to guide studies in translated game reception into further fruition. The Element offers an accessible overview of possible relationships between translation and its experiencers, showcasing ways to design game reception studies. Examples, methods, tools, and practical concerns are discussed to ultimately develop a blueprint for game translation user research which aims to consolidate scientific user-centric inquiry into video game translation. To that end, the blueprint captures the three-pronged interplay between the parameters of localisation-reception research in facets of user experience, facets of translated games, and facets of game users.