Game History and the Local

Game History and the Local
Author: Melanie Swalwell
Publsiher: Palgrave Macmillan
Total Pages: 240
Release: 2021-06-11
Genre: Social Science
ISBN: 303066421X

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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.

Game History and the Local

Game History and the Local
Author: Melanie Swalwell
Publsiher: Springer Nature
Total Pages: 246
Release: 2021-05-24
Genre: Social Science
ISBN: 9783030664220

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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.

Debugging Game History

Debugging Game History
Author: Henry Lowood,Raiford Guins
Publsiher: MIT Press
Total Pages: 465
Release: 2024-02-06
Genre: Games & Activities
ISBN: 9780262551106

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Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

Game in the Garden

Game in the Garden
Author: George Colpitts
Publsiher: UBC Press
Total Pages: 224
Release: 2002
Genre: History
ISBN: 0774809639

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In what is now western Canada, humans have long used wildlife in order to survive their surroundings, better understand their natural world, and form aspects of their identity. This book identifies the imaginative use of wild animals in early western society to explore a previously neglected avenue of social history. By examining grassroots conservation activities, early slaughter rituals, iconographic traditions, and subsistence strategies, Colpitts clearly demonstrates how western attitudes to wild animals changed according to subsistence and economic needs - through the fur trade, game and sport hunting, and farming - and how wildlife helped to shape the social relationships of people in western Canada. It is a thought-provoking work that will appeal to environmental historians, Native studies specialists, conservationists, and nature enthusiasts.

The Untold History of Japanese Game Developers

The Untold History of Japanese Game Developers
Author: John Szczepaniak
Publsiher: Createspace Independent Publishing Platform
Total Pages: 0
Release: 2015-11-04
Genre: Computer games
ISBN: 1518655319

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Detailed contents listing here: http://www.hardcoregaming101.net/books/the-untold-history-of-japanese-game-developers-volume-2/ Nearly 400 pages and over 30 interviews, with exclusive content on the history of Japanese games. The origins of Hudson, Masaya's epic robot sagas, Nintendo's funding of a PlayStation RTS, detailed history of Westone Entertainment, and a diverse range of unreleased games. Includes exclusive office layout maps, design documents, and archive photos. In a world first - something no other journalist has dared examine - there's candid discussion on the involvement of Japan's yakuza in the industry. Forewords by Retro Gamer founding editor Martyn Carroll and game history professor Martin Picard.

Locally Played

Locally Played
Author: Benjamin Stokes
Publsiher: MIT Press
Total Pages: 287
Release: 2020-04-07
Genre: Games & Activities
ISBN: 9780262356930

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How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.

Gaming Cultures and Place in Asia Pacific

Gaming Cultures and Place in Asia Pacific
Author: Larissa Hjorth,Dean Chan
Publsiher: Routledge
Total Pages: 314
Release: 2009-06-24
Genre: Computers
ISBN: 9781135843175

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This collection explores the politics of game play and its cultural context by focusing on the Asia-Pacific region. Drawing from micro ethnographic studies to macro political economy analysis of techno-nationalisms and transcultural flows of cultural capital, it provides an interdisciplinary model for thinking through the politics of gaming.

Game in the Garden

Game in the Garden
Author: George Colpitts
Publsiher: UBC Press
Total Pages: 219
Release: 2010-10-01
Genre: History
ISBN: 9780774859783

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The shared use of wild animals has helped to determine social relations between Native peoples and newcomers. In later settlement periods, controversy about subsistence hunting and campaigns of local conservation associations drew lines between groups in communities, particularly Native peoples, immigrants, farmers, and urban dwellers. In addition to examining grassroots conservation activities, Colpitts identifies early slaughter rituals, iconographic traditions, and subsistence strategies that endured well into the interwar years in the twentieth century. Drawing primarily on local and provincial archival sources, he analyzes popular meanings and booster messages discernible in taxidermy work, city nature museums, and promotional photography.