The Persistence Of Code In Game Engine Culture

DOWNLOAD
Download The Persistence Of Code In Game Engine Culture PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get The Persistence Of Code In Game Engine Culture book now. This website allows unlimited access to, at the time of writing, more than 1.5 million titles, including hundreds of thousands of titles in various foreign languages. If the content not found or just blank you must refresh this page
The Persistence Of Code In Game Engine Culture
DOWNLOAD
Author : Eric Freedman
language : en
Publisher: Routledge
Release Date : 2020-04-07
The Persistence Of Code In Game Engine Culture written by Eric Freedman and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-04-07 with Social Science categories.
With its unique focus on video game engines, the data-driven architectures of game development and play, this innovative textbook examines the impact of software on everyday life and explores the rise of engine-driven culture. Through a series of case studies, Eric Freedman lays out a clear methodology for studying the game development pipeline, and uses the video game engine as a pathway for media scholars and practitioners to navigate the complex terrain of software practice. Examining several distinct software ecosystems that include the proprietary efforts of Amazon, Apple, Capcom, Epic Games and Unity Technologies, and the unique ways that game engines are used in non-game industries, Freedman illustrates why engines matter. The studies bind together designers and players, speak to the labors of the game industry, value the work of both global and regional developers, and establish critical connection points between software and society. Freedman has crafted a much-needed entry point for students new to code, and a research resource for scholars and teachers working in media industries, game development and new media.
Creative Tools And The Softwarization Of Cultural Production
DOWNLOAD
Author : Frédérik Lesage
language : en
Publisher: Springer Nature
Release Date : 2024-01-17
Creative Tools And The Softwarization Of Cultural Production written by Frédérik Lesage and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-01-17 with Social Science categories.
This book explores how creativity is increasingly designed, marketed, and produced with digital products and services — a process referred to as softwarization. If ‘being creative’ has developed into one of the paradigmatic architectures of power for framing the contemporary subject, then an essential component of this architecture involves its material and symbolic configuration through tools. From image editors to digital audio workstations, video editors to game engines, these modern tools are used by creatives every day, and mastering these increasingly complex technologies is now a near-compulsory pathway to creative work. Despite their ubiquity in cultural production, few have sought to theorize them in aggregate and with interdisciplinary breadth. By bringing disparate creative and methodological traditions in one volume, this book provides a comprehensive overview of approaches for understanding this complex, emerging, and dynamic field that speaks beyond the disciplinary categories of ‘tool,’ ‘instrument,’ and/or ‘software’. It makes a unique intervention in the fields of cultural production and the cultural and creative industries.
Enacting Platforms
DOWNLOAD
Author : James Malazita
language : en
Publisher: MIT Press
Release Date : 2024-07-02
Enacting Platforms written by James Malazita and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-07-02 with Games & Activities categories.
An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself. In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how does that relationship in part determine what “counts” as the platform itself? Malazita also offers a forward-looking critique of the platform studies framework itself. The Unreal platform serves as a kind of technical and political archive of the games industry, highlighting how the techniques and concerns of games have shifted and accreted over the past 30 years. Today, Unreal is also used in contexts far beyond games, including in public communication, biomedical research, civil engineering, and military simulation and training. The author’s depth of technical analysis, combined with new archival findings, contributes to discussions of topics rarely covered in games studies (such as the politics of graphical rendering algorithms), as well as new readings of previously “closed” case studies (such as the engine’s entanglement with the US military and American masculinity in America’s Army). Culture, Malazita writes, is not “built into” software but emerges through human practices with code.
Infrastructures Of Reality Metaverse Stories Spaces Bodies
DOWNLOAD
Author : Chris Hesselbein
language : en
Publisher: Springer Nature
Release Date : 2025-08-09
Infrastructures Of Reality Metaverse Stories Spaces Bodies written by Chris Hesselbein and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-08-09 with Computers categories.
This open access book focuses on two dimensions of the development of the metaverse that are crucial to ‘reality’, namely spatiality and embodiment. Metaversal technologies are thought to fundamentally affect both our spaces and bodies, which are two central aspects of the constitution of social reality. Both spatiality and embodiment are core elements of world-making that are being pulled into the ambit of metaversal projects. On the one hand, metaversal technologies are profoundly spatial in the sense that they render space in virtual form or overlay digital layers onto pre-existing physical spaces. On the other hand, metaversal technologies are directly geared towards the body in that they not only seek to extend or expand our embodied senses and emplace our bodies in virtual spaces, but they also seek to capture their behaviours and actions on a far more granular level. This can create new opportunities in terms of work, social interaction, and leisure, but can also open our bodies up to new, tech-driven interventions and control. Whether in the form of VR or AR, such technologies not only reproduce space but also rely on making spaces more legible and open to automated interventions. Taken together, the ‘metaversification’ of spaces and bodies gives rise to crucial questions about the goals and implications of metaversal developments by large technology companies and about the relationship between the developments of the metaverse and AI systems. Drawing on our combined background and expertise in Science and Technology Studies and the History of Media and Communication, we critically analyse the development of metaversal technologies and platforms by discussing a broad set of developments and examples from a wide range of technology and gaming companies. Written in clear, concise, and accessible language, and combining and applying novel theoretical frameworks and concepts to a currently emergent phenomenon, this book will find a large audience not only within academic and professional circles but also in popular culture.
The Craft Of Criticism
DOWNLOAD
Author : Michael Kackman
language : en
Publisher: Taylor & Francis
Release Date : 2025-08-19
The Craft Of Criticism written by Michael Kackman and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-08-19 with Performing Arts categories.
With contributions from 35 leading media scholars, this collection provides a comprehensive overview of the main methodologies of critical media studies. Fully revised and updated throughout, the chapters in this second edition address various methods of textual analysis, as well as reception studies, policy studies, production studies, and contextual, multi-method approaches, like intertextuality and cultural geography. Film and television are at the heart of the collection, which also addresses digital technologies and new research tools in such areas as software studies, gaming, and social media. Each chapter includes an intellectual history of a particular method or approach, a discussion of why and how it was used to study a particular medium or media, relevant examples of influential work in the area, and an in-depth review of a case study drawn from the author’s own research. Together, the chapters in this collection give media scholars and critics a complete toolbox of essential critical media studies methodologies.
Artificial Intelligence And Playable Media
DOWNLOAD
Author : Eric Freedman
language : en
Publisher: Taylor & Francis
Release Date : 2022-09-02
Artificial Intelligence And Playable Media written by Eric Freedman and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-09-02 with Social Science categories.
This book introduces readers to artificial intelligence (AI) through the lens of playable media and explores the impact of such software on everyday life. From video games to robotic companions to digital twins, artificial intelligence drives large sectors of the culture industry where play, media and machine learning coexist. This book illustrates how playable media contribute to our sense of self, while also harnessing our data, tightening our bonds with computation and realigning play with the demands of network logic. Author Eric Freedman examines a number of popular media forms - from the Sony AIBO robotic dog, video game developer Naughty Dog’s Uncharted and The Last of Us franchises, to Peloton’s connected fitness equipment - to lay bare the computational processes that undergird playable media, and addresses the social, cultural, technological and economic forces that continue to shape user-centered experience and design. The case studies are drawn from a number of related research fields, including science and technology studies, media studies and software studies. This book is ideal for media studies students, scholars and practitioners interested in understanding how applied artificial intelligence works in popular, public and visual culture.
How To Queer The World
DOWNLOAD
Author : Bo Ruberg
language : en
Publisher: NYU Press
Release Date : 2025-04-22
How To Queer The World written by Bo Ruberg and has been published by NYU Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-04-22 with Games & Activities categories.
What video games teach us about building a better world What does it mean to build a world? Worldbuilding is traditionally understood as an expression of storytelling across media forms. Yet, as video games show us, worldbuilding does not necessarily need to center narrative elements. Instead, new worlds can allow us to reimagine existing structures, conventions, and constants. Doing so gives us the tools to queer the world around us. How to Queer the World argues that video games provide us with keen insight into worldbuilding. With these insights come a new understanding of the ever-elusive ideals of queer worldmaking. Video games challenge us to address how worlds are built through underlying systems rather than surface-level representation. They also offer opportunities to envision alternate and queer ways of living, loving, desiring, and being. Each of the chapters in this book presents a close reading of a video game that illustrates one way of building worlds and encoding them with meaning, focusing on elements of digital media often overlooked as technical rather than cultural. From the design of game mechanics and user interfaces to the use of graphics software and physics simulations, Bo Ruberg argues that these aspects of video games represent a critical toolkit for seeing the work of worldbuilding differently—in video games and beyond. Simultaneously, each of these video games models an approach to what Ruberg terms “queer worldbuilding.” Queer worldbuilding radically remakes the world by destabilizing the fundamental logics of our own universe: who we are, what we can do, how our bodies move, and how we exist within time and space.
Race Gender Class Media
DOWNLOAD
Author : Rebecca Ann Lind
language : en
Publisher: Taylor & Francis
Release Date : 2023-03-14
Race Gender Class Media written by Rebecca Ann Lind and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-03-14 with Social Science categories.
The fifth edition of this popular textbook considers diversity in the mass media in three main settings: Audiences, Content, and Production. The book brings together 55 readings – the majority newly commissioned for this edition – by scholars representing a variety of humanities and social science disciplines. Together, these readings provide a multifaceted and intersectional look at how race, gender, and class relate to the creation and use of media texts, as well as the media texts themselves. Designed to be flexible for use in the classroom, the book begins with a detailed introduction to key concepts and presents a contextualizing introduction to each of the three main sections. Each reading contains multiple 'It’s Your Turn' activities to foster student engagement and which can serve as the basis for assignments. The book also offers a list of resources – books, articles, films, and websites – that are of value to students and instructors. This volume is an essential introduction to interdisciplinary studies of race, gender, and class across both digital and legacy media.
Prime Time Animation
DOWNLOAD
Author : Carol Stabile
language : en
Publisher: Routledge
Release Date : 2013-09-13
Prime Time Animation written by Carol Stabile and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-09-13 with Performing Arts categories.
In September 1960 a television show emerged from the mists of prehistoric time to take its place as the mother of all animated sitcoms. The Flintstones spawned dozens of imitations, just as, two decades later, The Simpsons sparked a renaissance of primetime animation. This fascinating book explores the landscape of television animation, from Bedrock to Springfield, and beyond. The contributors critically examine the key issues and questions, including: How do we explain the animation explosion of the 1960s? Why did it take nearly twenty years following the cancellation of The Flintstones for animation to find its feet again as primetime fare? In addressing these questions, as well as many others, essays examine the relation between earlier, made-for-cinema animated production (such as the Warner Looney Toons shorts) and television-based animation; the role of animation in the economies of broadcast and cable television; and the links between animation production and brand image. Contributors also examine specific programmes like The Powerpuff Girls, Daria, Ren and Stimpy and South Park from the perspective of fans, exploring fan cybercommunities, investigating how ideas of 'class' and 'taste' apply to recent TV animation, and addressing themes such as irony, alienation, and representations of the family.
Prime Time Animation
DOWNLOAD
Author : Carol A. Stabile
language : en
Publisher: Psychology Press
Release Date : 2003
Prime Time Animation written by Carol A. Stabile and has been published by Psychology Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003 with History categories.
This is a new & original survey of television animation, which provides a full introduction to the historic & contemporary significance of animated programming.