Handmade Pixels


Handmade Pixels
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Handmade Pixels


Handmade Pixels
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Author : Jesper Juul
language : en
Publisher: MIT Press
Release Date : 2019-10-08

Handmade Pixels written by Jesper Juul and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-10-08 with Games & Activities categories.


An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium. Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium. Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence. Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn't a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.



Delicious Pixels


Delicious Pixels
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Author : Agata Waszkiewicz
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2022-06-06

Delicious Pixels written by Agata Waszkiewicz and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-06-06 with History categories.


Delicious Pixels: Food in Video Games introduces critical food studies to game scholarship, showing the unique ways in which food is utilized in both video game gameplay and narrative to show that food is never just food but rather a complex means of communication and meaning-making. It aims at bringing the academic attention to digital food and to show how significant it became in the recent decades as, on the one hand, a world-building device, and, on the other, a crucial link between the in-game and out-of-game identities and experiences. This is done by examining specifically the examples of games in which food serves as the means of creating an intimate, cozy, and safe world and a close relationship between the players and the characters.



The Far Shore


The Far Shore
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Author : Adam Hammond
language : en
Publisher: Coach House Books
Release Date : 2021-11-30

The Far Shore written by Adam Hammond and has been published by Coach House Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-11-30 with Games & Activities categories.


The genius and artistry behind Superbrothers and the making of an indie video game, from inception to its highly anticipated launch. Superbrothers: Sword & Sworcery was released in 2011 at the forefront of an exciting era of “indie games” – with the aesthetic of punk rock and the edge of modernist fiction, indie games pushed gaming into the realm of the avant-garde. Superbrothers (Craig D. Adams) was hailed as a visionary in the video game world. Now, his long-awaited follow-up, JETT: The Far Shore, has been released for Sony PlayStation and Epic Games Store. In the decade from inception to launch, Adams brought author Adam Hammond along for the ride, allowing unprecedented insight into the complicated genesis of Jett. The Far Shore offers a portrait of the enigmatic Adams and his team, the genius and artistry, the successes and setbacks, that went into building the world of JETT, in which you’re tasked with scouting a new home for a humanoid people after they’ve decimated their planet. To provide context, Hammond recounts the history of indie games and how their trajectory has followed that of independent art and literature. A riveting insider’s look at one of our most popular art forms.



Authenticity In The Music Of Video Games


Authenticity In The Music Of Video Games
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Author : Stephanie Lind
language : en
Publisher: Rowman & Littlefield
Release Date : 2022

Authenticity In The Music Of Video Games written by Stephanie Lind and has been published by Rowman & Littlefield this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022 with Video game music categories.


"Lind explores gamers' relationship to the concept of authenticity, from historical realism to the structuring of expectations and its resulting impact on emotional engagement. The result is a complex web of interactions between sound and the visuals, story, and mechanics of the game"--



Optimizing Play


Optimizing Play
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Author : Christopher A. Paul
language : en
Publisher: MIT Press
Release Date : 2024-05-14

Optimizing Play written by Christopher A. Paul and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-05-14 with Games & Activities categories.


An unexpected take on how games work, what the stakes are for them, and how game designers can avoid the traps of optimization. The process of optimization in games seems like a good thing—who wouldn’t want to find the most efficient way to play and win? As Christopher Paul argues in Optimizing Play, however, optimization can sometimes risk a tragedy of the commons, where actions that are good for individuals jeopardize the overall state of the game for everyone else. As he explains, players inadvertently limit play as they theorycraft, seeking optimal choices. The process of developing a meta, or the most effective tactic available, structures decision making, causing play to stagnate. A “stale” meta then creates a perception that a game is solved and may lead players to turn away from the game. Drawing on insights from game studies, rhetoric, the history of science, ecology, and game theory literature, Paul explores the problem of optimization in a range of video games, including Overwatch, FIFA/EA Sports FC, NBA 2K, Clash Royale, World of Warcraft, and League of Legends. He also pulls extensively from data analytics in sports, where the problem has progressed further and is even more intractable than it is in video games, given the money sports teams invest to find an edge. Finally, Paul offers concrete and specific suggestions for how games can be developed to avoid the trap set by optimization run amok.



Game Jams History Technology And Organisation


Game Jams History Technology And Organisation
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Author : Allan Fowler
language : en
Publisher: Springer Nature
Release Date : 2022-12-07

Game Jams History Technology And Organisation written by Allan Fowler and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-12-07 with Education categories.


This book will provide a comprehensive guide to creating and managing a game jam. The book will also provide an overview of how and where game jams have been held, the type of game jams, the tools and technologies used in organising and participating in game jams.



Encyclopedia Of Video Games 3 Volumes


Encyclopedia Of Video Games 3 Volumes
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Author : Mark J. P. Wolf
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2021-05-24

Encyclopedia Of Video Games 3 Volumes written by Mark J. P. Wolf 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 2021-05-24 with Games & Activities categories.


Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.



The Hipster Economy


The Hipster Economy
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Author : Alessandro Gerosa
language : en
Publisher: UCL Press
Release Date : 2024-01-23

The Hipster Economy written by Alessandro Gerosa and has been published by UCL Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-01-23 with Social Science categories.


Today, being authentic has become an aspiration and an imperative. The notion of authenticity shapes the consumption habits of individuals in the most diverse contexts such as food and drinks, clothing, music, tourism and the digital sphere, even leading to the resurgence of apparently obsolescent modes of production such as craft. It also significantly transforms urban areas, their local economies and development. The Hipster Economy analyses this complex set of related phenomena to argue that the quest for authenticity has been a driver of Western societies from the emersion of capitalism and industrial society to today. From this premise, the book advances multiple original contributions. First, it explains why and how authenticity has become a fundamental value orienting consumers' taste in late modern capitalism; second, it proposes a novel conceptualisation of the aesthetic regime of consumption; third, the book constitutes the first detailed analysis of the resurgence of the neo-craft industries, their entrepreneurs, and the economic imaginary of consumption underpinning them, and fourth, it analyses how the hipster economy is impacting the urban space, favouring new logic of urban development with contrasting outcomes. Praise for The Hipster Economy ‘The term “hipster” usually evokes frivolity, while the concept of “authenticity” has been studied so extensively it’s getting hard to find a novel use for it. In this lovely new book, Gerosa has given hipsterism the serious analysis it deserves. Through clear, unforced writing, he convincingly reveals the importance of a distinct form of hipster aesthetics, one based on authentic experience, for today’s consumption-based economy. Gerosa has successfully enlivened the conversations around authenticity and started new ones around late capitalism’s regimes of accumulation. This book is a fine achievement.’ Richard E. Ocejo, CUNY Graduate Center and John Jay College ‘The Hipster Economy is a very welcome addition to sociological discussions of authenticity and consumer culture. Ethnographic vignettes of “crafty capitalism” and passionate “taste dealers” enliven a theoretically rich argument that hipsterism should be treated not as a subculture, but as an aesthetic regime typifying contemporary life. Using the “hipster” as a lens, Gerosa provides a masterful tour of post-Fordist changes to modes of capitalism, patterns of urban development, and the material practices and subjective experiences of work, while charting the long-term development and contemporary expression of authenticity as a master narrative in consumer culture.’ Jennifer Smith Maguire, Sheffield Hallam University



Metagames


Metagames
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Author : Agata Waszkiewicz
language : en
Publisher: Taylor & Francis
Release Date : 2024-03-05

Metagames written by Agata Waszkiewicz and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-03-05 with Social Science categories.


Metagames: Games about Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player’s role is in play, and to raise more profound topics such as those describing experiences of people of oppressed identities. The book is divided into six chapters that deal with the following meta devices: breaking the fourth wall, hypermediation, unreliable narrator, abusive game design, fragmentation, and parody. The book will predominantly interest scholars and students of media studies and game studies as it continues discourses held in the discipline regarding the metareferential character of digital games.



Understanding Games And Game Cultures


Understanding Games And Game Cultures
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Author : Ingrid Richardson
language : en
Publisher: SAGE
Release Date : 2021-03-24

Understanding Games And Game Cultures written by Ingrid Richardson and has been published by SAGE this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-03-24 with Language Arts & Disciplines categories.


Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.