Time And Space In Video Games


Time And Space In Video Games
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Space Time Play


Space Time Play
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Author : Friedrich von Borries
language : en
Publisher: Springer Science & Business Media
Release Date : 2007-09-14

Space Time Play written by Friedrich von Borries and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-09-14 with Architecture categories.


Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?



Time And Space In Video Games


Time And Space In Video Games
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Author : Federico Alvarez Igarzábal
language : en
Publisher: transcript Verlag
Release Date : 2019-09-30

Time And Space In Video Games written by Federico Alvarez Igarzábal and has been published by transcript Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-09-30 with Social Science categories.


Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.



Space Time Play


Space Time Play
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Author : Friedrich von Borries
language : en
Publisher: Birkhäuser
Release Date : 2010-07-15

Space Time Play written by Friedrich von Borries and has been published by Birkhäuser this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-07-15 with Architecture categories.


Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?



Video Game Spaces


Video Game Spaces
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Author : Michael Nitsche
language : en
Publisher: MIT Press
Release Date : 2008-12-05

Video Game Spaces written by Michael Nitsche and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-12-05 with Games & Activities categories.


An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.



Digital Games As History


Digital Games As History
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Author : Adam Chapman
language : en
Publisher: Routledge
Release Date : 2016-05-05

Digital Games As History written by Adam Chapman and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-05-05 with Social Science categories.


This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.



Game Time


Game Time
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Author : Christopher Hanson
language : en
Publisher: Indiana University Press
Release Date : 2018-03-08

Game Time written by Christopher Hanson and has been published by Indiana University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-03-08 with Games & Activities categories.


More than live : game "a-liveness" and immediacy -- Game presence and mediatization -- Pausing and resuming -- Saving and restoring -- An instinct towards repetition : "replay value," mastery, and re-creation -- Recursive temporalities -- Case studies



Power Play


Power Play
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Author : Asi Burak
language : en
Publisher: Macmillan + ORM
Release Date : 2017-01-31

Power Play written by Asi Burak and has been published by Macmillan + ORM this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-01-31 with Education categories.


The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.



Gaming The Past


Gaming The Past
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Author : Jeremiah McCall
language : en
Publisher: Routledge
Release Date : 2013-06-17

Gaming The Past written by Jeremiah McCall and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-06-17 with Education categories.


Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.



Mazes In Videogames


Mazes In Videogames
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Author : Alison Gazzard
language : en
Publisher: McFarland
Release Date : 2013-05-01

Mazes In Videogames written by Alison Gazzard and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-05-01 with Games & Activities categories.


From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.



Game Time


Game Time
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Author : Christopher Hanson
language : en
Publisher: Indiana University Press
Release Date : 2018-03-08

Game Time written by Christopher Hanson and has been published by Indiana University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-03-08 with Games & Activities categories.


Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating... Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles--including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.