[PDF] Ctrl Alt Play - eBooks Review

Ctrl Alt Play


Ctrl Alt Play
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Ctrl Alt Play


Ctrl Alt Play
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Author : Matthew Wysocki
language : en
Publisher: McFarland
Release Date : 2013-02-15

Ctrl Alt Play written by Matthew Wysocki and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-02-15 with Games & Activities categories.


The word "control" has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video games, including different ways to theorize and define control within video gaming and how control impacts game design and game play. Close readings of specific games--including Grand Theft Auto IV, Call of Duty: Black Ops, and Dragon Age: Origins--consider how each locates elements of control in their structures. As video games increasingly become a major force in the media landscape, this important contribution to the field of game studies provides a valuable framework for understanding their growing impact.



Ctrl Alt Play


Ctrl Alt Play
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Author : Matthew Wysocki
language : en
Publisher: McFarland
Release Date : 2013-02-07

Ctrl Alt Play written by Matthew Wysocki and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-02-07 with Games & Activities categories.


The word "control" has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video games, including different ways to theorize and define control within video gaming and how control impacts game design and game play. Close readings of specific games--including Grand Theft Auto IV, Call of Duty: Black Ops, and Dragon Age: Origins--consider how each locates elements of control in their structures. As video games increasingly become a major force in the media landscape, this important contribution to the field of game studies provides a valuable framework for understanding their growing impact.



Player And Avatar


Player And Avatar
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Author : David Owen
language : en
Publisher: McFarland
Release Date : 2017-06-19

Player And Avatar written by David Owen and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-06-19 with Games & Activities categories.


Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "Ouch!" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them "physically" within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the "body without organs."



Pc Mag


Pc Mag
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Author :
language : en
Publisher:
Release Date : 2002-11-05

Pc Mag written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2002-11-05 with categories.


PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.



The Relevance Of Alan Watts In Contemporary Culture


The Relevance Of Alan Watts In Contemporary Culture
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Author : Peter J. Columbus
language : en
Publisher: Routledge
Release Date : 2021-03-31

The Relevance Of Alan Watts In Contemporary Culture written by Peter J. Columbus and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-03-31 with Psychology categories.


Whilst accounting for the present-day popularity and relevance of Alan Watts’ contributions to psychology, religion, arts, and humanities, this interdisciplinary collection grapples with the ongoing criticisms which surround Watts’ life and work. Offering rich examination of as yet underexplored aspects of Watts’ influence in 1960s counterculture, this volume offers unique application of Watts’ thinking to contemporary issues and critically engages with controversies surrounding the commodification of Watts’ ideas, his alleged misreading of Biblical texts, and his apparent distortion of Asian religions and spirituality. Featuring a broad range of international contributors and bringing Watts’ ideas squarely into the contemporary context, the text provides a comprehensive, yet nuanced exploration of Watts’ thinking on psychotherapy, Buddhism, language, music, and sexuality. This text will benefit researchers, doctoral students, and academics in the fields of psychotherapy, phenomenology, and the philosophy of psychology more broadly. Those interested in Jungian psychotherapy, spirituality, and the self and social identity will also enjoy this volume.



The Composition Of Video Games


The Composition Of Video Games
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Author : Johansen Quijano
language : en
Publisher: McFarland
Release Date : 2019-10-11

The Composition Of Video Games written by Johansen Quijano and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-10-11 with Games & Activities categories.


Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play all find a place within, and are constrained by, computer systems whose purpose is to create an immersive player experience. In the relatively short life of video game studies, many authors have approached the question of how games function, some focusing on technical aspects of game design, others on rules of play. Taking a holistic view, this study explores how ludology, narratology, visual rhetoric, musical theory and player psychology work (or don't work) together to create a cohesive experience and to provide a unified framework for understanding video games.



Linux Desktop Hacks


Linux Desktop Hacks
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Author : Nicholas Petreley
language : en
Publisher: "O'Reilly Media, Inc."
Release Date : 2005-03-23

Linux Desktop Hacks written by Nicholas Petreley and has been published by "O'Reilly Media, Inc." this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005-03-23 with Computers categories.


"Tips & tools for customizing and optimizing your OS"--Cover.



What Is A Game


What Is A Game
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Author : Gaines S. Hubbell
language : en
Publisher: McFarland
Release Date : 2020-02-28

What Is A Game written by Gaines S. Hubbell and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-02-28 with Games & Activities categories.


What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.



Playful Materialities


Playful Materialities
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Author : Benjamin Beil
language : en
Publisher: transcript Verlag
Release Date : 2022-08-01

Playful Materialities written by Benjamin Beil and has been published by transcript Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-08-01 with Social Science categories.


Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.



Violent Games


Violent Games
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Author : Gareth Schott
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2016-07-28

Violent Games written by Gareth Schott and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-07-28 with Games & Activities categories.


It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as “essentially over,” referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction. Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the “violence” encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes. An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content “as” violence.