Digarec Keynote Lectures 2009 10

Digarec Keynote Lectures 2009 10
Author: Stephan Günzel
Publsiher: Universitätsverlag Potsdam
Total Pages: 164
Release: 2011
Genre: Computers
ISBN: 9783869561158

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The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego).

DIGAREC Keynote Lectures 2009 10

DIGAREC Keynote Lectures 2009 10
Author: Stephan Günzel
Publsiher: Unknown
Total Pages: 164
Release: 2011
Genre: Electronic Book
ISBN: OCLC:838384000

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The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego).

The Good Life and the Greater Good in a Global Context

The Good Life and the Greater Good in a Global Context
Author: Laura Savu Walker
Publsiher: Lexington Books
Total Pages: 322
Release: 2015-11-19
Genre: Social Science
ISBN: 9781498522335

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The Good Life and the Greater Good in a Global Context brings together scholars working in the fields of the humanities and social sciences who critically examine the notion of the “good life,” understood in all of its dimensions—material, psychological, moral, emotional, and spiritual—and in relation to the greater good. In so doing, the authors provide interdisciplinary insights into what the good life means today and how a viable vision of it can be achieved to benefit not just individuals but our interdependent world as well.

Game Love

Game Love
Author: Jessica Enevold,Esther MacCallum-Stewart
Publsiher: McFarland
Total Pages: 284
Release: 2015-01-14
Genre: Games & Activities
ISBN: 9780786496938

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What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.

Intermedia Games Games Inter Media

Intermedia Games   Games Inter Media
Author: Michael Fuchs,Jeff Thoss
Publsiher: Bloomsbury Publishing USA
Total Pages: 297
Release: 2019-02-21
Genre: Social Science
ISBN: 9781501330513

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This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

The Cambridge Companion to Literature and the Anthropocene

The Cambridge Companion to Literature and the Anthropocene
Author: John Parham
Publsiher: Cambridge University Press
Total Pages: 343
Release: 2021-06-17
Genre: Literary Criticism
ISBN: 9781108498531

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From catastrophe to utopia, the most comprehensive survey yet of how literature can speak to the 'Anthropocene'.

Expressive Space

Expressive Space
Author: Gregory Whistance-Smith
Publsiher: Walter de Gruyter GmbH & Co KG
Total Pages: 273
Release: 2022-01-19
Genre: History
ISBN: 9783110723731

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Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.

Ludotopia

Ludotopia
Author: Espen Aarseth,Stephan Günzel
Publsiher: transcript Verlag
Total Pages: 317
Release: 2019-08-31
Genre: Social Science
ISBN: 9783839447307

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Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.