The Culture Of Digital Fighting Games


The Culture Of Digital Fighting Games
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The Culture Of Digital Fighting Games


The Culture Of Digital Fighting Games
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Author : Todd Harper
language : en
Publisher: Routledge
Release Date : 2013-11-26

The Culture Of Digital Fighting Games written by Todd Harper and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-11-26 with Games & Activities categories.


This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.



The Culture Of Digital Fighting Games


The Culture Of Digital Fighting Games
DOWNLOAD

Author : Todd Harper
language : en
Publisher: Routledge
Release Date : 2013-11-26

The Culture Of Digital Fighting Games written by Todd Harper and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-11-26 with Games & Activities categories.


This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.



Mapping Digital Game Culture In China


Mapping Digital Game Culture In China
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Author : Marcella Szablewicz
language : en
Publisher: Springer Nature
Release Date : 2020-02-18

Mapping Digital Game Culture In China written by Marcella Szablewicz and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-02-18 with Social Science categories.


In this book, Marcella Szablewicz traces what she calls the topography of digital game culture in urban China, drawing our attention to discourse and affect as they shape the popular imaginary surrounding digital games. Szablewicz argues that games are not mere sites of escape from Real Life, but rather locations around which dominant notions about failure, success, and socioeconomic mobility are actively processed and challenged. Covering a range of issues including nostalgia for Internet cafés as sites of youth sociality, the media-driven Internet addiction moral panic, the professionalization of e-sports, and the rise of the self-proclaimed loser (diaosi), Mapping Digital Game Culture in China uses games as a lens onto youth culture and the politics of everyday life in contemporary China. Based on ethnographic fieldwork conducted between 2009 and 2015 and first-hand observations spanning over two decades, the book is also a social history of urban China’s shifting technological landscape.



The Toxic Meritocracy Of Video Games


The Toxic Meritocracy Of Video Games
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Author : Christopher A. Paul
language : en
Publisher: U of Minnesota Press
Release Date : 2018-02-20

The Toxic Meritocracy Of Video Games written by Christopher A. Paul 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 2018-02-20 with Games & Activities categories.


An avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games’ focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games—but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.



Space And Play In Japanese Videogame Arcades


Space And Play In Japanese Videogame Arcades
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Author : Jérémie Pelletier-Gagnon
language : en
Publisher: Taylor & Francis
Release Date : 2024-05-07

Space And Play In Japanese Videogame Arcades written by Jérémie Pelletier-Gagnon and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-05-07 with Social Science categories.


This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‐floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience. Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society.



Transnational Contexts Of Culture Gender Class And Colonialism In Play


Transnational Contexts Of Culture Gender Class And Colonialism In Play
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Author : Alexis Pulos
language : en
Publisher: Springer
Release Date : 2016-12-24

Transnational Contexts Of Culture Gender Class And Colonialism In Play written by Alexis Pulos and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-12-24 with Social Science categories.


This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.



The Virtual Ninja Manifesto


The Virtual Ninja Manifesto
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Author : Chris Goto-Jones
language : en
Publisher: Rowman & Littlefield
Release Date : 2016-09-13

The Virtual Ninja Manifesto written by Chris Goto-Jones and has been published by Rowman & Littlefield this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-09-13 with Philosophy categories.


Draws on the traditions of the martial arts to ask whether playing violent videogames actually transform gamers into better people.



Versus Fighting Story Digital Omnibus


Versus Fighting Story Digital Omnibus
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Author : Izu
language : en
Publisher: Ablaze Publishing
Release Date : 2023-11-08

Versus Fighting Story Digital Omnibus written by Izu and has been published by Ablaze Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-11-08 with Comics & Graphic Novels categories.


From Japan to the USA, the e-sport phenomenon continues to grow! The first manga dedicated to the world of e-sports competition! Max Volta, leader of a team of professional players, launches an assault on the Capcom Pro Tour, one of the major international competitions for Street Fighter V. Everything does not happen as expected for the arrogant and overconfident Max. Even after being named top pick to win the tournament, he suffers a crushing defeat. Max takes it out on his friends, which leads to his sponsors pulling out. He's afraid his career is over. But then the mysterious Ines offers a return to the basics of ""VS fighting"" and puts together a team capable of beating the Japanese god of fighting games...which will cause a storm in the world of professional gaming! Collecting volumes 1-2 of VERSUS FIGHTING STORY for one great price, this bundle is sure to resonate. Whether you're a beginner or a combat game specialist, you'll enjoy taking a dive into the heart of the competition in this humorous adventure and its gallery of colorful characters! Officially endorsed by Capcom and the fighting game community, featuring genuine Street Fighter characters, and produced in the vein of the best sports shonen, discover the e-sports spirit as you have seen it before.



Gaming Cultures And Place In Asia Pacific


Gaming Cultures And Place In Asia Pacific
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Author : Larissa Hjorth
language : en
Publisher: Routledge
Release Date : 2009-06-24

Gaming Cultures And Place In Asia Pacific written by Larissa Hjorth and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-06-24 with Computers categories.


This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.



Governance Of Digital Game Environments And Cultural Diversity


Governance Of Digital Game Environments And Cultural Diversity
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Author : Christoph Beat Graber
language : en
Publisher: Edward Elgar Publishing
Release Date : 2010-01-01

Governance Of Digital Game Environments And Cultural Diversity written by Christoph Beat Graber and has been published by Edward Elgar Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-01-01 with Computers categories.


'This collection of legal, philosophical, economic, and cultural perspectives ultimately makes a strong case for the potential value of game environments for addressing diversity issues, but also raises important concerns regarding implementation of corporate and government policies in this sector highly recommended for anyone exploring this emerging field.' Benjamin T. Duranske, Pillsbury Winthrop Shaw Pittman LLP, US 'Videogaming is serious business. But the legal and theoretical implications of online and virtual environments are little understood. Professor Graber and Ms. Burri-Nenova have done a masterful job of bringing together several insightful articles that inform us about the business, legal and sociological implications of digital gaming. Innovative, fast-paced, and engaging as games themselves, these scholarly works provide invaluable insight for academics, policy makers and perhaps even participants themselves about the reality behind virtual worlds.' Shubha Ghosh, University of Wisconsin Law School, US 'This is an excellent and path-breaking collection of sharp and carefully researched essays. It provides wonderful insights on numerous important aspects of the complex relationship between play, cultural diversity, communications policy, and the governance of virtual societies. The phenomenal growth of these new digital realms has raised important questions across the academic disciplines, making this book's interdisciplinary focus extremely helpful to potential regulators and university scholars alike.' Greg Lastowka, Rutgers School of law, Camden, US This innovative book provides transdisciplinary analyses of the nature and dynamics of digital game environments whilst tackling the existing fragmentation of academic research. Digital game environments are of increasing economic, social and cultural value. As their influence on diverse facets of life grows, states have felt compelled to intervene and secure some public interests. Yet, the contours of a comprehensive governance model are far from recognisable and governments are grappling with the complexity and fluidity of online games and virtual worlds as private spaces and as experimentation fields for creativity and innovation. This book contributes to a more comprehensive and fine-grained understanding of digital game environments, which is a precondition for addressing any of the pressing governance questions posed. Particular attention is given to the concept and policy objective of cultural diversity, which also offers a unique entry point into the discussion of the appropriate legal regulation of digital games. Governance of Digital Game Environments and Cultural Diversity will be of interest to researchers of media law, internet law and governance, cultural studies, anthropology and sociology. As the book addresses a highly topical theme, it will attract the attention of policymakers at national, regional and international levels and will also serve as a great resource tool for scholars in new media and in particular digital games and virtual worlds.