Playing With Videogames


Playing With Videogames
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Playing With Videogames


Playing With Videogames
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Author : James Newman
language : en
Publisher: Routledge
Release Date : 2008-08-18

Playing With Videogames written by James Newman and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-08-18 with Games & Activities categories.


Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.



How To Play Video Games


How To Play Video Games
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Author : Matthew Thomas Payne
language : en
Publisher: NYU Press
Release Date : 2019-03-26

How To Play Video Games written by Matthew Thomas Payne and has been published by NYU Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-03-26 with Games & Activities categories.


Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.



Videogames


Videogames
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Author : James A. Newman
language : en
Publisher: Routledge
Release Date : 2013

Videogames written by James A. Newman and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013 with Games & Activities categories.


"James Newman's lucid and engaging introduction guides the reader through the world of videogaming, providing a history of the videogame from its origins in the computer lab to its contemporary status as a global entertainment industry, with characters such as Lara Croft and Sonic the Hedgehog familiar even to those who've never been near a games console. Topics covered include: classifications, game theory and interactivity - what is a videogame? the videogame audience the videogame industry videogame structure narratives and play- approaches to the study of videogames videogames, avatars and virtual worlds social gaming and the culture of videogames This second edition updates the book to include recent developments such as: the popularity of the wii and the increase in non-traditional gamers and more physical gaming the development of MMOGs (massively multiplayer online games) such as World of Warcraft games being downloaded as apps or accessed via mobile phones, iPods and social networking sites"--



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."



The Effects Of Video Games On Children


The Effects Of Video Games On Children
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Author : Barrie Gunter
language : en
Publisher: A&C Black
Release Date : 1998-01-01

The Effects Of Video Games On Children written by Barrie Gunter 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 1998-01-01 with Social Science categories.


The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.



The Debate About Playing Video Games


The Debate About Playing Video Games
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Author : Rachel Seigel
language : en
Publisher: North Star Editions, Inc.
Release Date : 2018-01-01

The Debate About Playing Video Games written by Rachel Seigel and has been published by North Star Editions, Inc. this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-01-01 with Juvenile Nonfiction categories.


Provides a thorough overview of the major pros and cons of playing video games. Readable text, interesting sidebars, and illuminating infographics invite readers to jump in and join the debate.



Playing With Videogames


Playing With Videogames
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Author : James A. Newman
language : en
Publisher: Taylor & Francis
Release Date : 2008

Playing With Videogames written by James A. Newman and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Social Science categories.


'Playing with Videogames' offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.



What Is A Game


What Is A Game
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Author : Gaines S. Hubbell
language : en
Publisher: McFarland
Release Date : 2020-02-14

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 2020-02-14 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.



A Play Of Bodies


A Play Of Bodies
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Author : Brendan Keogh
language : en
Publisher: MIT Press
Release Date : 2018-04-06

A Play Of Bodies written by Brendan Keogh and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-04-06 with Games & Activities categories.


An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.



Videogames


Videogames
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Author : James Newman
language : en
Publisher: Psychology Press
Release Date : 2004

Videogames written by James Newman and has been published by Psychology Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Video games categories.


Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog are familiar even to those who've never been near a games console.Topics covered include:* What is a videogame?* Why study videogames?* a brief history of videogames, from Pac-Man to Pokémon* the videogame industry* who plays videogames?* are videogames bad for you?* the narrative structure of videogames* the future of videogames.