Game Worlds
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Video Game Worlds
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Author : Timothy Rowlands
language : en
Publisher: Routledge
Release Date : 2016-06-16
Video Game Worlds written by Timothy Rowlands and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-06-16 with Social Science categories.
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.
The Art Of Game Worlds
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Author : Dave Morris
language : en
Publisher: The Ilex Press Ltd
Release Date : 2004
The Art Of Game Worlds written by Dave Morris and has been published by The Ilex Press Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computers categories.
This book includes a complete illustrated guide to the modern computer game world with in depth examples of the most popular games across all formats.
The Game Worlds Of Jason Rohrer
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Author : Michael Maizels
language : en
Publisher: National Geographic Books
Release Date : 2016-01-22
The Game Worlds Of Jason Rohrer written by Michael Maizels and has been published by National Geographic Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-01-22 with Art categories.
A generously illustrated volume that documents the career of Jason Rohrer, one of the most heralded art game designers working today. A maker of visually elegant and conceptually intricate games, Jason Rohrer is among the most widely heralded art game designers in the short but vibrant history of the field. His games range from the elegantly simple to others of almost Byzantine complexity. Passage (2007)—acquired by the Museum of Modern Art in New York—uses game rules and procedurals to create a contemporary memento mori that captures an entire lifetime in five minutes. In Chain World (2011), each subsequent player of the game's single copy modifies the rules of the universe. A Game for Someone (2013) is a board game sealed in a box and buried in the Mojave Desert, with a list of one million potential sites distributed to Rohrer's fan base. (Rohrer estimated that it would take two millennia of constant searching to find the game.) With Chain World and A Game for Someone, Rohrer became the first designer to win the prestigious Game Challenge Design award twice. This book, and the exhibition it accompanies, offers a comprehensive account of the artist's oeuvre. The book documents all seventeen of Rohrer's finished games, as well as sketches, ephemera, and related material, with color images throughout. It includes entries on individual games (with code in footnotes), artist interviews, artist writings, commentary by high scorers, and interpretive texts. Two introductory essays view Rohrer's work in the contexts of game studies and art history. Exhibition The Davis Museum at Wellesley College February–June 2016
Game Worlds Get Real
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Author : Zek Valkyrie
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2017-07-14
Game Worlds Get Real written by Zek Valkyrie 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 2017-07-14 with Art categories.
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. Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie—a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself—explores the evolution of the meaning of "play" in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency.
Video Game Spaces
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Author : Michael Nitsche
language : en
Publisher: MIT Press
Release Date : 2008-12-05
Video Game Spaces written by Michael Nitsche and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-12-05 with Games & Activities categories.
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
Computer Game Worlds
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Author : Claus Pias
language : en
Publisher: Diaphanes
Release Date : 2017
Computer Game Worlds written by Claus Pias and has been published by Diaphanes this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017 with Computer games categories.
Computer games have become ubiquitous in today's society. Many scholars have speculated on the reasons for their massive success. Yet we haven't considered the most basic questions: Why do computer games exist? What specific circumstances led to the creation of this entirely new type of game? What sorts of knowledge facilitated the requisite technological and institutional transformations? With Computer Game Worlds, Claus Pias sets out to answer these questions. Tracing computer games from their earliest forms to the unstoppable commercial and cultural phenomena they have become today, Pias then provides a careful epistemological reconstruction of the process of playing games, both at computers and by computers themselves. The book makes a valuable theoretical contribution to the ongoing discussion about computer games.
Narrative Worldbuilding
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Author : Edwin McRae
language : en
Publisher: Narrative
Release Date : 2024-04-13
Narrative Worldbuilding written by Edwin McRae and has been published by Narrative this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-04-13 with Games & Activities categories.
Game worlds differ from traditional fictional worlds. While literary and cinematic worlds are written to host character arcs and plots, game worlds need to be designed to host game mechanics. While Princess Leia, Mad Max and Daenerys Targaryen may leave their marks on their fictional worlds, it is YOU, the player, who will carve your personal experience into the digital firmament of every game world you inhabit. In this accessible book full of practical tips and examples, games industry veteran Edwin McRae will guide you through the evergreen principles of player-centric game world design. How do you create game-based environments and cultures that resonate with reality? This senior narrative designer will share a range of field-tested techniques that will help you design instead of derive. How do you organise all that lore? This is a common pain point for world builders and Edwin will offer tools and tactics that keep game bibles scoped, searchable and sensible. How do you make your game world fun? Through the player-centric perspective, you’ll see how storytelling can be used to support and enrich game play and achieve that Shangri-La of gaming experience... ludo-narrative harmony! Play is what we do. Story is why we do it. And the game world is where it all happens.
Board Game Worlds
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Author : Erin Dean
language : en
Publisher:
Release Date : 2019-09
Board Game Worlds written by Erin Dean and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-09 with categories.
Board Game Worlds is a beautiful full-color game table art book celebrating 10 of the top board game artists in the industry! Readers will get a behind-the-scenes look into the artistic evolution behind some of the most popular board games. Games featured in the book include Everdell, Dinosaur Island, Ex Libris, Nations, Western Legends, and many more!
Ultimate Game Design Building Game Worlds
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Author : Tom Meigs
language : en
Publisher: McGraw Hill Professional
Release Date : 2003-06-09
Ultimate Game Design Building Game Worlds written by Tom Meigs and has been published by McGraw Hill Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-06-09 with Computers categories.
Build games with techniques and insights from a pro.
Unleashing The Magic
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Author : Adolfo Benjamin Kunjuk
language : en
Publisher: Adolfo Benjamin Kunjuk
Release Date : 2023-03-16
Unleashing The Magic written by Adolfo Benjamin Kunjuk and has been published by Adolfo Benjamin Kunjuk this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-03-16 with Juvenile Nonfiction categories.
Video games have become an integral part of modern entertainment, captivating audiences of all ages and backgrounds with their immersive environments, challenging gameplay, and engaging storylines. From the sprawling landscapes of open-world games to the intricately designed levels of platformers, video game worlds offer a vast and diverse array of experiences for players to explore. In this book, we'll delve into the fascinating world of video game environments, exploring the different types of worlds that exist in gaming and the unique experiences they offer. We'll take a close look at the psychology behind video game worlds and their impact on players, and examine the exciting possibilities and trends that are shaping the future of gaming. Whether you're a seasoned gamer or simply curious about the world of video games, this book offers a comprehensive and insightful exploration of the magic and artistry that goes into creating immersive virtual environments. So join us as we embark on a journey through the wonderful and exciting world of video game worlds.