Videogame Cultures and the Future of Interactive Entertainment

Videogame Cultures and the Future of Interactive Entertainment
Author: Daniel Riha
Publsiher: BRILL
Total Pages: 121
Release: 2020-04-14
Genre: Social Science
ISBN: 9781848880405

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The chapters in this volume reflect the debates that progressed during the 1st Global Conference on Videogames Cultures and the Future of Interactive Entertainment, held as a part of Cyber Hub activity at Mansfield College, Oxford, United Kingdom in July 2009. Accordingly, the edited collection of papers provides a snapshot of the event.

Cyberculture and New Media

Cyberculture and New Media
Author: Francisco J. Ricardo
Publsiher: Rodopi
Total Pages: 312
Release: 2009
Genre: Computers
ISBN: 9789042025189

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Formalisms of digital text / Francisco J. Ricardo -- Knowledge building and motivations in Wikipedia: participation as "Ba" / Sheizaf Rafaeli, Tsahi Hayat, Yaron Ariel -- On the way to the cyber-Arab-culture: international communication, telecommunications policies, and democracy / Mahmoud Eid -- The challenge of intercultural electronic learning: English as lingua franca / Rita Zaltsman -- The implicit body / Nicole Ridgway and Nathaniel Stern -- Cyborg goddesses: the mainframe revisited / Leman Giresunlu -- De-colonizing cyberspace: post-colonial strategies in cyberfiction / Maria Bäcke -- The différance engine: videogames as deconstructive spacetime / Tony Richards -- Technology on screen: projections, paranoia and discursive practice / Alev Adil and Steve Kennedy -- Desistant media / Seppo Kuivakari.

Culture at Play How Video Games Influence and Replicate Our World

Culture at Play  How Video Games Influence and Replicate Our World
Author: Anonim
Publsiher: BRILL
Total Pages: 152
Release: 2020-11-16
Genre: Social Science
ISBN: 9789004439788

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What is video game culture? This volume avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture.

Video Games as Culture

Video Games as Culture
Author: Daniel Muriel,Garry Crawford
Publsiher: Routledge
Total Pages: 194
Release: 2018-03-14
Genre: Social Science
ISBN: 9781317223924

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Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

Cultural Perspectives of Video Games From Desiger to Player

Cultural Perspectives of Video Games  From Desiger to Player
Author: Anonim
Publsiher: BRILL
Total Pages: 207
Release: 2020-09-25
Genre: Social Science
ISBN: 9781848881617

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Understanding that video games are a fundamentally human creation, in this volume international scholars, designers, developers, and most importantly gamers, share with us their common connection though video game culture.

Mapping the Digital Cultures and Territories of Play

Mapping the Digital  Cultures and Territories of Play
Author: Lindsey Joyce,Brian Quinn
Publsiher: BRILL
Total Pages: 158
Release: 2019-01-04
Genre: Social Science
ISBN: 9781848883390

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Mappings the Digital: Cultures and Territories of Play is an interdisciplinary discussion about the state of play and the state of games in contemporary culture. This volume takes a critical look and how our cultures and territories are being renegotiated through our engagement with digital media, games, and tools. This volume argues broadly that our tangible world, and our understanding of it, are being renegotiated and remapped by the digital worlds with which we engaged. Specifically, the chapters in this volume analyse linguistic changes; unique in-game cultures and behaviours; and new methods for communicating across real and perceived boundaries, for understanding cultural experiences, and for learning through play. Drawing from the global expertise of scholars within the fields of Cultural Studies, Game Studies, Foreign Language, Science and more, this volume bridges academic boarders to assemble a cohesive and authoritative resource on digital culture and play.

Immersive Environments Augmented Realities and Virtual Worlds Assessing Future Trends in Education

Immersive Environments  Augmented Realities  and Virtual Worlds  Assessing Future Trends in Education
Author: D’Agustino, Steven
Publsiher: IGI Global
Total Pages: 331
Release: 2012-12-31
Genre: Education
ISBN: 9781466627017

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Technology has had direct impact on education in increasing the way that society continues to learn. Applications of immersive environments, virtual worlds, and augmented reality have significant implications for how teaching and learning are achieved in contemporary education. Immersive Environments, Augmented Realities and Virtual Worlds: Assessing Future Trends in Education brings together current research and performance in trends in education. While examining cyber behavior and the use of virtual worlds, immersive technologies and augmented realities aim to improve teaching and enhancing learning.

Videogames Studies Concepts Cultures and Communication

Videogames Studies  Concepts  Cultures  and Communication
Author: Monica Evans
Publsiher: BRILL
Total Pages: 160
Release: 2020-04-14
Genre: Social Science
ISBN: 9781848880597

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This volume reflects the discussions that occurred during the 2nd Global Conference on Videogame Cultures and the Future of Interactive Entertainment in July 2010. The chapters in this volume cover four primary topics: new frameworks for game studies and analysis, the various cultures surrounding gaming, questions of ethics and controversial...