Digital Gameplay PDF Download
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Author | : Nate Garrelts |
Publisher | : McFarland |
Total Pages | : 268 |
Release | : 2014-09-17 |
Genre | : Games & Activities |
ISBN | : 0786483474 |
Download Digital Gameplay Book in PDF, ePub and Kindle
In recent years, computer technology has permeated all aspects of life--not just work and education, but also leisure time. Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games. Topics include several detailed investigations of particular, often controversial games such as Grand Theft Auto: Vice City, as well as a consideration of the ways in which game-playing crosses socioeconomic, age, gender and racial lines. The concluding essays discuss scholars' perceptions of digital media and efforts to frame them. Instructors considering this book for use in a course may request an examination copy here.
Author | : Aphra Kerr |
Publisher | : SAGE |
Total Pages | : 198 |
Release | : 2006-04-06 |
Genre | : Games & Activities |
ISBN | : 9781412900478 |
Download The Business and Culture of Digital Games Book in PDF, ePub and Kindle
This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.
Author | : Andrew Williams |
Publisher | : CRC Press |
Total Pages | : 255 |
Release | : 2017-03-16 |
Genre | : Computers |
ISBN | : 1317503813 |
Download History of Digital Games Book in PDF, ePub and Kindle
The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.
Author | : Antero Garcia |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 352 |
Release | : 2017-04-20 |
Genre | : Games & Activities |
ISBN | : 1501316257 |
Download Alternate Reality Games and the Cusp of Digital Gameplay Book in PDF, ePub and Kindle
Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.
Author | : Roberto Dillon |
Publisher | : CRC Press |
Total Pages | : 283 |
Release | : 2020-07-15 |
Genre | : Computers |
ISBN | : 1000093549 |
Download The Digital Gaming Handbook Book in PDF, ePub and Kindle
The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field. Key Features: International experts share their research and experience in game development and design Provides readers with inside perspectives on the cross-disciplinary aspects of the industry Includes retrospective and forward-looking examinations of gaming Editor: Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.
Author | : Marios C. Angelides |
Publisher | : John Wiley & Sons |
Total Pages | : 611 |
Release | : 2014-02-19 |
Genre | : Technology & Engineering |
ISBN | : 1118796276 |
Download Handbook of Digital Games Book in PDF, ePub and Kindle
This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.
Author | : Antero Garcia |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 353 |
Release | : 2017-04-20 |
Genre | : Games & Activities |
ISBN | : 1501316249 |
Download Alternate Reality Games and the Cusp of Digital Gameplay Book in PDF, ePub and Kindle
From alternate to alternative reality : games as cultural probes / Patrick Jagoda, Melissa Gilliam, Peter McDonald, and Ashlyn Sparrow -- The game did not take place : this is not a game and blurring the lines of fiction / Alan Hook -- Alternate reality games for learning : a frame by frame analysis / Anthony Pellicone, Elizabeth Bonsignore, Kathryn Kaczmarek, Kari Kraus, June Ahn, & Derek Hansen -- Promotional alternate reality games and the TINAG philosophy / Stephanie Janes -- The coachella disaster : how the puppet masters of art of the h3ist pulled a victory from the jaws of defeat / Burcu S. Bakiolu -- Designing and playing peer-produced ARGs in the primary classroom : supporting literacies through play / Angela Colvert -- Games beyond the arg / Jeff Watson -- Methods : studying alternate reality games as virtual worlds / Calvin Johns -- A typology to describe alternate reality games for cultural contexts / Diane Dufort and Federico Tajariol -- Sociability by design in an alternate reality game : the case of the Trail / Roinioti Elina, Pandia Eleana, Skarpelos Yannis -- Ingress : a restructuring of the ARG or a new genre? : an ethnography of enlightened and resistance factions in Brazil / Thaiane Moreira de Oliveira
Author | : Hayo Reinders |
Publisher | : Springer |
Total Pages | : 232 |
Release | : 2012-06-12 |
Genre | : Language Arts & Disciplines |
ISBN | : 1137005262 |
Download Digital Games in Language Learning and Teaching Book in PDF, ePub and Kindle
This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.
Author | : Heidi A. Campbell |
Publisher | : Indiana University Press |
Total Pages | : 314 |
Release | : 2014-04-28 |
Genre | : Games & Activities |
ISBN | : 0253012635 |
Download Playing with Religion in Digital Games Book in PDF, ePub and Kindle
Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game Okami to the internationally popular The Legend of Zelda and Halo, many video games rely on religious themes and symbols to drive the narrative and frame the storyline. Playing with Religion in Digital Games explores the increasingly complex relationship between gaming and global religious practices. For example, how does religion help organize the communities in MMORPGs such as World of Warcraft? What role has censorship played in localizing games like Actraiser in the western world? How do evangelical Christians react to violence, gore, and sexuality in some of the most popular games such as Mass Effect or Grand Theft Auto? With contributions by scholars and gamers from all over the world, this collection offers a unique perspective to the intersections of religion and the virtual world.
Author | : Jason Rutter |
Publisher | : SAGE |
Total Pages | : 270 |
Release | : 2006-04-20 |
Genre | : Language Arts & Disciplines |
ISBN | : 1847877664 |
Download Understanding Digital Games Book in PDF, ePub and Kindle
There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.