Engaging with Videogames Play Theory and Practice

Engaging with Videogames  Play  Theory and Practice
Author: Dawn Stobbart,Monica Evans
Publsiher: Unknown
Total Pages: 135
Release: 2014
Genre: Communication
ISBN: 9004371400

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Engaging with Videogames Play Theory and Practice

Engaging with Videogames  Play  Theory and Practice
Author: Dawn Stobbart,Monica Evans
Publsiher: BRILL
Total Pages: 297
Release: 2019-01-04
Genre: Social Science
ISBN: 9781848882959

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This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.

Video Games and Comedy

Video Games and Comedy
Author: Krista Bonello Rutter Giappone,Tomasz Z. Majkowski,Jaroslav Švelch
Publsiher: Springer Nature
Total Pages: 371
Release: 2022-03-26
Genre: Performing Arts
ISBN: 9783030883386

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Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles. The first section of the book includes chapters that engage with theories of comedy and humour, adapting them to the specifics of the video game medium. The second section explores humour in the contexts, cultures, and communities that give rise to and spring up around video games, focusing on phenomena such as in-jokes, player self-reflexivity, and player/fan creativity. The third section offers case studies of individual games or game series, exploring the use of irony as well as sexual and racial humour in video games. Chapter “Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Performativity in Art Literature and Videogames

Performativity in Art  Literature  and Videogames
Author: Darshana Jayemanne
Publsiher: Springer
Total Pages: 331
Release: 2017-07-12
Genre: Social Science
ISBN: 9783319544519

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This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences’ experience of art. The frame, as a site of paradox, links the book’s discussion of theory with close readings of texts, which include artworks, books and videogames. The resulting method is interdisciplinary in scope and will be of use to researchers interested in the performative aspects of gaming, art, digital storytelling and nonlinear narrative.

Miscommunications

Miscommunications
Author: Timothy Barker,Maria Korolkova
Publsiher: Bloomsbury Publishing USA
Total Pages: 346
Release: 2021-01-14
Genre: Social Science
ISBN: 9781501363849

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What happens when communication breaks down? Is it the condition for mistakes and errors that is characteristic of digital culture? And if mistakes and errors have a certain power, what stands behind it? To address these questions, this collection assembles a range of cutting-edge philosophical, socio-political, art historical and media theoretical inquiries that address contemporary culture as a terrain of miscommunication. If the period since the industrial revolution can be thought of as marked by the realisation of the possibilities for global communication, in terms of the telephone, telegraph, television, and finally the internet, Miscommunications shows that to think about the contemporary historical moment, a new history and theory of these devices needs to be written, one which illustrates the emergence of the current cultures of miscommunication and the powers of the false. The essays in the book chart the new conditions for discourse in the 21st century and collectively show how studies of communication can be refigured when we focus on the capacity for errors, accidents, mistakes, malfunctions and both intentional and non-intentional miscommunications.

How Pac Man Eats

How Pac Man Eats
Author: Noah Wardrip-Fruin
Publsiher: MIT Press
Total Pages: 382
Release: 2020-12-15
Genre: Games & Activities
ISBN: 9780262360975

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How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making games are connected to what games can and do mean.

Serious Educational Games

Serious Educational Games
Author: Anonim
Publsiher: BRILL
Total Pages: 95
Release: 2008-01-01
Genre: Education
ISBN: 9789087903817

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Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes.

Entertainment Computing ICEC 2022

Entertainment Computing     ICEC 2022
Author: Barbara Göbl,Erik van der Spek,Jannicke Baalsrud Hauge,Rod McCall
Publsiher: Springer Nature
Total Pages: 456
Release: 2022-10-24
Genre: Computers
ISBN: 9783031202124

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This book constitutes the refereed proceedings of the 21sth IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, which was supposed to take place in Bremen, Germany, in November 2022. The 13 full papers, 13 short papers and 12 other papers presented were carefully reviewed and selected from 72 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.