How To Talk About Videogames


How To Talk About Videogames
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How To Talk About Videogames


How To Talk About Videogames
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Author : Ian Bogost
language : en
Publisher: U of Minnesota Press
Release Date : 2015-11-15

How To Talk About Videogames written by Ian Bogost and has been published by U of Minnesota Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-11-15 with Social Science categories.


Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date. Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t. Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”



How To Do Things With Videogames


How To Do Things With Videogames
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Author : Ian Bogost
language : en
Publisher: U of Minnesota Press
Release Date : 2011-08-05

How To Do Things With Videogames written by Ian Bogost and has been published by U of Minnesota Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-08-05 with Games & Activities categories.


In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.



Real Games


Real Games
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Author : Mia Consalvo
language : en
Publisher: MIT Press
Release Date : 2019-10-01

Real Games written by Mia Consalvo and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-10-01 with Games & Activities categories.


How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."



The Psychology Of Video Games


The Psychology Of Video Games
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Author : Celia Hodent
language : en
Publisher: Routledge
Release Date : 2020-10-07

The Psychology Of Video Games written by Celia Hodent and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-10-07 with Psychology categories.


What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.



Learn The Language Of Video Games


Learn The Language Of Video Games
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Author : William Anthony
language : en
Publisher: Enslow Publishing, LLC
Release Date : 2021-07-15

Learn The Language Of Video Games written by William Anthony and has been published by Enslow Publishing, LLC this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-07-15 with Juvenile Nonfiction categories.


The video game industry isn’t slowing down. It’s only finding new ways and platforms from which to engage users. Even the youngest elementary students now often have experience with some kinds of video games! Nonetheless, the vocabulary used to talk about video games can seem foreign and extensive. Readers are introduced to the essential terms gamers use in this helpful book. Definitions are written at-level for young readers and word games throughout the book aid in comprehension and memory.



Inside The Video Game Industry


Inside The Video Game Industry
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Author : Judd Ruggill
language : en
Publisher: Taylor & Francis
Release Date : 2016-11-03

Inside The Video Game Industry written by Judd Ruggill and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-11-03 with Business & Economics categories.


Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business professions. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study, or a prospective career path. Designed for researchers, educators, and students, this book provides a critical perspective on an often opaque business and its highly mobile workforce. Additional teaching materials, including activities and study questions, can be found at https://www.routledge.com/9780415828284.



Talking To Artists Talking To Programmers


Talking To Artists Talking To Programmers
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Author : Wendy Despain
language : en
Publisher: CRC Press
Release Date : 2016-12-19

Talking To Artists Talking To Programmers written by Wendy Despain and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-12-19 with Computers categories.


Artists and programmers often work together on complex projects in stressful environments and things don’t always go smoothly. Miscommunication and misunderstandings are common as these two disciplines often use the same words to mean different things when they talk to each other. Unintentional slights can turn into long-held grudges and productivity grinds to a crawl. This is a "flip book" that contains two narratives in one. Turn the book one way and read one perspective; turn the book over and upside down and read the other perspective. The narratives can be read separately, one after the other, or in alternating chapters. Talking to Artists / Talking to Programmers can help anyone who wants to improve communication with artists and programmers. It’s set up like a foreign language dictionary, so it addresses the cultural norms, attitudes and customs surrounding the words each group uses, so you’ll know not just what the words in the glossary mean, you’ll know why they’re used that way and how to get communication flowing again. It addresses common reasons for communication problems between these two groups and provides specific suggestions for solutions. The unusual format allows for each side to be given equal weight - learn how to talk to artists starting on one side of the book, turn it over and learn how to talk to programmers. The whole book stresses the things artists and programmers have in common. Focused primarily on videogame developers, it also applies to other fields where tech and art have to work together, including web developers and teams building mobile apps. Anyone who wants to communicate better with programmers or artists - this book can help



Wordplay And The Discourse Of Video Games


Wordplay And The Discourse Of Video Games
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Author : Christopher A. Paul
language : en
Publisher: Routledge
Release Date : 2012-03-15

Wordplay And The Discourse Of Video Games written by Christopher A. Paul and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-03-15 with Games & Activities categories.


In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.



The Novice


The Novice
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Author : Taran Matharu
language : en
Publisher: Hachette UK
Release Date : 2015-05-05

The Novice written by Taran Matharu and has been published by Hachette UK this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-05-05 with Juvenile Fiction categories.


ONE BOY'S POWER TO SUMMON DEMONS WILL CHANGE THE FATE OF AN EMPIRE ... Demons, magic and epic adventure - introducing the first book in the New York Times bestselling Summoner Trilogy... Fletcher was nothing more than a humble blacksmith's apprentice, when a chance encounter leads to the discovery that he has the ability to summon demons from another world. Chased from his village for a crime he did not commit, he must travel with his demon to the Vocans Academy, where the gifted are trained in the art of summoning. The academy will put Fletcher through a gauntlet of gruelling lessons, training him as a battlemage to fight in the Hominum Empire's war against the savage orcs. Rubbing shoulders with the children of the most powerful nobles in the land, Fletcher must tread carefully. The power hungry Forsyth twins lurk in the shadows, plotting to further their family's interests. Then there is Sylva, an elf who will do anything she can to forge an alliance between her people and Hominum, even if it means betraying her friends. Othello is the first ever dwarf at the academy, and his people have long been oppressed by Hominum's rulers, which provokes tension amongst those he studies alongside. Fletcher will find himself caught in the middle of powerful forces, with nothing but his demon Ignatius to help him. As the pieces on the board manoeuvre for supremacy, Fletcher must decide where his loyalties lie. The fate of an empire is in his hands ... BONUS MATERIAL: Find out more about Demons in an illustrated DEMONOLOGY - exclusive to this paperback edition. 'Friendship, loyalty, magic and political intrigue beckon ...' The Bookseller



A Game Design Vocabulary


A Game Design Vocabulary
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Author : Anna Anthropy
language : en
Publisher: Addison-Wesley Professional
Release Date : 2014-02-20

A Game Design Vocabulary written by Anna Anthropy and has been published by Addison-Wesley Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-02-20 with Computers categories.


Master the Principles and Vocabulary of Game Design Why aren’t videogames getting better? Why does it feel like we’re playing the same games, over and over again? Why aren’t games helping us transform our lives, like great music, books, and movies do? The problem is language. We still don’t know how to talk about game design. We can’t share our visions. We forget what works (and doesn’t). We don’t learn from history. It’s too hard to improve. The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need—whether we create games, study them, review them, or build businesses on them. Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences...complement intuition with design discipline...and craft games that succeed brilliantly on every level. Liberate yourself from stale clichés and genres Tell great stories: go way beyond cutscenes and text dumps Control the crucial relationships between game “verbs” and “objects” Wield the full power of development, conflict, climax, and resolution Shape scenes, pacing, and player choices Deepen context via art, animation, music, and sound Help players discover, understand, engage, and “talk back” to you Effectively use resistance and difficulty: the “push and pull” of games Design holistically: integrate visuals, audio, and controls Communicate a design vision everyone can understand