Clash of Realities 2015 16

Clash of Realities 2015 16
Author: Clash of Realities
Publsiher: transcript Verlag
Total Pages: 639
Release: 2017-10-31
Genre: Social Science
ISBN: 9783839440315

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Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions - by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf.

Clash of Realities 2015 16

Clash of Realities 2015 16
Author: Clash of Realities
Publsiher: Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
Total Pages: 636
Release: 2017
Genre: Computer games
ISBN: 3837640310

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Digital games in pedagogy, games as social environments, ethics in games, digital games as transmedia works of art; the aesthetics of play, cineludic aesthetics--these were some of the important topics addressed during the international research conference Clash of Realities in 2015 and 2016 by more than a hundred international speakers, academics, and artists. This volume presents contributions by, among others, Janet H. Murray, David O'Reilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J .P. Wolf.

Paratextualizing Games

Paratextualizing Games
Author: Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt
Publsiher: transcript Verlag
Total Pages: 364
Release: 2021-11-30
Genre: Social Science
ISBN: 9783732854219

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Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?

Invisible Digital

Invisible Digital
Author: Aylish Wood
Publsiher: Bloomsbury Publishing USA
Total Pages: 201
Release: 2024-01-11
Genre: Performing Arts
ISBN: 9781501390883

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Invisible Digital helps us makes sense of something we cannot see by presenting an innovative approach to digital images and digital culture. At its heart is a novel method for exploring software used in the creation of moving images as markers of converging cultural, organizational and technological influences. The three main case studies of Invisible Digital are the animated feature Moana (2016) and the computer games No Man's Sky (2016) and Everything (2017). All three were created using procedural techniques: simulation software for Moana, and procedural content generation for No Man's Sky and Everything. Production culture disclosures associated with procedural techniques often emphasize the influences of automated systems and their algorithms, making them ideal for a study that interrogates digital processes. The approach of Invisible Digital is informed by relational theories and the concept of entanglement based on materialist perspectives, combined with insights from work that more explicitly interrogates algorithms and algorithmic culture. Aylish Wood employs the notion of assemblages to introduce the concept of material-cultural narratives. Using this conceptual framework, she draws out material-cultural narratives for each case study to demonstrate what they reveal about software and digital culture. These analyses of software provide a widely applicable method through which moving image studies can contribute more fully to the wider and growing debates about algorithmic culture.

Gamification of Life and the Gaming Society

Gamification of Life and the Gaming Society
Author: Fabian Arlt,Hans-Jürgen Arlt
Publsiher: Springer Nature
Total Pages: 128
Release: 2023-11-22
Genre: Social Science
ISBN: 9783031459078

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This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). It shows how gaming has become a focal point of the entertainment industry, marked by boundless professionalization and monetization, especially in the realm of sports, and how games become global platforms for social networks, where players from all over the world meet in digital sandboxes. The combination of the virtual and the ludic creates hyperreal spaces in which people try out new forms of interaction, cooperation, and even brainstorming. The authors ask if this behavior has become the new way of life and the new normal, and if this heralds the ludic century. They take readers on a journey to understand the dynamics of today's gaming society, and base their observations and analyses on an original theory of play, which, in contrast to social normalcy, revolves around the allure and threats of the unexpected. This book is of interest to students and researchers of social science and communication studies, especially those working on the interface of AI and society.

Time and Space in Video Games

Time and Space in Video Games
Author: Federico Alvarez Igarzábal
Publsiher: transcript Verlag
Total Pages: 233
Release: 2019-09-30
Genre: Social Science
ISBN: 9783839447130

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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.

Encyclopedia of Video Games 3 volumes

Encyclopedia of Video Games  3 volumes
Author: Mark J. P. Wolf
Publsiher: Bloomsbury Publishing USA
Total Pages: 1173
Release: 2021-05-24
Genre: Games & Activities
ISBN: 9798216161820

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

The Digital Reading Condition

The Digital Reading Condition
Author: Maria Engberg,Iben Have,Birgitte Stougaard Pedersen
Publsiher: Taylor & Francis
Total Pages: 190
Release: 2022-12-30
Genre: Language Arts & Disciplines
ISBN: 9781000829129

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This volume offers a critical overview of digital reading practices and scholarly efforts to analyze and understand reading in the mediatized landscape. Building on research about digital reading, born-digital literature, and digital audiobooks, The Digital Reading Condition explores reading as part of a broader cultural shift encompassing many forms of media and genres. Bringing together research from media and literary studies, digital humanities, scholarship on reading and learning, as well as sensory studies and research on multimodal and multisensory media reception, the authors address and challenge print-biased conceptions of reading that are still prevalent in research, whether the reading medium is print or digital. They argue that the act of reading itself is changing, and rather than rejecting digital media as unsuitable for sustained or focused reading practices, they argue that the complex media landscape challenges us to rethink how to define reading as a mediated practice. Presenting a truly interdisciplinary perspective on digital reading practices, this volume will appeal to scholars and graduate students in communication, media studies, new media and technology, literature, digital humanities, literacy studies, composition, and rhetoric.