The Pleasures Of Computer Gaming


The Pleasures Of Computer Gaming
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The Pleasures Of Computer Gaming


The Pleasures Of Computer Gaming
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Author : Melanie Swalwell
language : en
Publisher: McFarland
Release Date : 2015-05-12

The Pleasures Of Computer Gaming written by Melanie Swalwell and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-05-12 with Games & Activities categories.


This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanities and social sciences, particularly new media studies. In eight essays, the authors develop rich and nuanced understandings of the aesthetic appeals and pleasurable engagements of digital gameplay. Topics include the role of “cheats” and “easter eggs” in influencing cheating as an aesthetic phenomenon of gameplay; the relationship between videogames, gambling, and addiction; players’ aesthetic and kinaesthetic interactions with computing technology; and the epistemology and phenomenology of popular strategy-based wargames and their relationship with real-world military applications. Notes and a bibliography accompany each essay, and the work includes several screenshots, images, and photographs.



Gamers


Gamers
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Author : Shanna Compton
language : en
Publisher: National Geographic Books
Release Date : 2004-10-26

Gamers written by Shanna Compton and has been published by National Geographic Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004-10-26 with Computers categories.


In Gamers, writers, artists, scholars, poets, and programmers talk about what gaming means to them and discuss the growing impact of video games on fashion, fiction, film, and music. Essays feature a glittering mix of topics from the esoteric to the purely entertaining: gender identity in relation to gaming, video golf as a meditative exercise, Ms. Pacman versus The Sims, the similarities between writing fiction and programming, the confessions of a video poker junkie, and much more.



Homebrew Gaming And The Beginnings Of Vernacular Digitality


Homebrew Gaming And The Beginnings Of Vernacular Digitality
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Author : Melanie Swalwell
language : en
Publisher: MIT Press
Release Date : 2021-08-17

Homebrew Gaming And The Beginnings Of Vernacular Digitality written by Melanie Swalwell and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-08-17 with Games & Activities categories.


The overlooked history of an early appropriation of digital technology: the creation of games though coding and hardware hacking by microcomputer users. From the late 1970s through the mid-1980s, low-end microcomputers offered many users their first taste of computing. A major use of these inexpensive 8-bit machines--including the TRS System 80s and the Sinclair, Atari, Microbee, and Commodore ranges--was the development of homebrew games. Users with often self-taught programming skills devised the graphics, sound, and coding for their self-created games. In this book, Melanie Swalwell offers a history of this era of homebrew game development, arguing that it constitutes a significant instance of the early appropriation of digital computing technology. Drawing on interviews and extensive archival research on homebrew creators in 1980s Australia and New Zealand, Swalwell explores the creation of games on microcomputers as a particular mode of everyday engagement with new technology. She discusses the public discourses surrounding microcomputers and programming by home coders; user practices; the development of game creators' ideas, with the game Donut Dilemma as a case study; the widely practiced art of hardware hacking; and the influence of 8-bit aesthetics and gameplay on the contemporary game industry. With Homebrew Gaming and the Beginnings of Vernacular Digitality, Swalwell reclaims a lost chapter in video game history, connecting it to the rich cultural and media theory around everyday life and to critical perspectives on user-generated content.



Lost In A Good Game


Lost In A Good Game
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Author : Pete Etchells
language : en
Publisher: Icon Books
Release Date : 2019

Lost In A Good Game written by Pete Etchells and has been published by Icon Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019 with Video games categories.


An exploration of the psychological effects - the pleasures, benefits and disbenefits - of computer games, and a touching memoir of a dedicated gamer.



Computer Gaming


Computer Gaming
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Author : Betsy Rathburn
language : en
Publisher: Bellwether Media
Release Date : 2021-01-01

Computer Gaming written by Betsy Rathburn and has been published by Bellwether Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-01-01 with Juvenile Nonfiction categories.


People have played computer games for more than 50 years! Today, computer games are still some of the most popular video games. In this high-interest book, leveled text introduces readers to the history of computer gaming from the 1950s to the present day. Special features include a timeline, a list of top-selling games, a profile of one of today’s most popular titles, and a gaming event spotlight. This title is sure to excite reluctant readers who love video games!



Raising The Stakes


Raising The Stakes
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Author : T. L. Taylor
language : en
Publisher: MIT Press
Release Date : 2015-01-30

Raising The Stakes written by T. L. Taylor and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-01-30 with Games & Activities categories.


How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.



Screenplay


Screenplay
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Author : Geoff King
language : en
Publisher: Wallflower Press
Release Date : 2002

Screenplay written by Geoff King and has been published by Wallflower Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2002 with Computer games categories.


Hollywood film franchises are routinely translated into games and some game-titles make the move onto the big screen. This collection investigates the interface between cinema and games console or PC.



Computer Games


Computer Games
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Author : Diane Carr
language : en
Publisher: John Wiley & Sons
Release Date : 2014-03-10

Computer Games written by Diane Carr and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-03-10 with Social Science categories.


Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.



Game History And The Local


Game History And The Local
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Author : Melanie Swalwell
language : en
Publisher: Palgrave Macmillan
Release Date : 2021-06-11

Game History And The Local written by Melanie Swalwell and has been published by Palgrave Macmillan this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-06-11 with Social Science categories.


This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.



The Players Realm


The Players Realm
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Author : J. Patrick Williams
language : en
Publisher: McFarland
Release Date : 2007-03-28

The Players Realm written by J. Patrick Williams and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-03-28 with Games & Activities categories.


Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games. This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section One includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section Two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players' personal ideologies. To conclude this analysis, Section Three examines game design features that relate to players' self-characterization and social development within digital game worlds. Section Four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and--to a degree--popular culture.