Games As Texts PDF Download
Are you looking for read ebook online? Search for your book and save it on your Kindle device, PC, phones or tablets. Download Games As Texts PDF full book. Access full book title Games As Texts.
Author | : Alayna Cole |
Publisher | : CRC Press |
Total Pages | : 138 |
Release | : 2020-12-16 |
Genre | : Computers |
ISBN | : 1000329712 |
Download Games as Texts Book in PDF, ePub and Kindle
Games as Texts provides an overview and practical steps for analysing games in terms of their representations of social structures, class, power, race, sexuality, gender, animals, nature, and ability. Each chapter applies a traditional literary theory to the narrative and mechanics of games and explores the social commentary the games encourage. This approach demonstrates to players, researchers, games media, and non-gamers how they can engage with these cultural artefacts through both critical reading and theoretical interpretations. Key Features: Explores games through various literary and theoretical lenses Provides exemplar analysis and guiding questions to help readers think critically about games Highlights the social commentary that all texts can reveal—including games—and how this impacts narrative and mechanics
Author | : Alayna Cole |
Publisher | : CRC Press |
Total Pages | : 86 |
Release | : 2020-12-17 |
Genre | : Computers |
ISBN | : 1000329739 |
Download Games as Texts Book in PDF, ePub and Kindle
Games as Texts provides an overview and practical steps for analysing games in terms of their representations of social structures, class, power, race, sexuality, gender, animals, nature, and ability. Each chapter applies a traditional literary theory to the narrative and mechanics of games and explores the social commentary the games encourage. This approach demonstrates to players, researchers, games media, and non-gamers how they can engage with these cultural artefacts through both critical reading and theoretical interpretations. Key Features: Explores games through various literary and theoretical lenses Provides exemplar analysis and guiding questions to help readers think critically about games Highlights the social commentary that all texts can reveal—including games—and how this impacts narrative and mechanics
Author | : Diane Carr |
Publisher | : John Wiley & Sons |
Total Pages | : 343 |
Release | : 2014-03-10 |
Genre | : Social Science |
ISBN | : 0745687504 |
Download Computer Games Book in PDF, ePub and Kindle
Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.
Author | : Ken Binmore |
Publisher | : |
Total Pages | : 602 |
Release | : |
Genre | : |
ISBN | : |
Download Fun and Games Book in PDF, ePub and Kindle
Features a collection of games, provided by the Memorial University of Newfoundland, to encourage learning about Newfoundland and Labrador in Canada. Contains crossword puzzles, memory games, and sliding puzzles.
Author | : Ken Binmore |
Publisher | : |
Total Pages | : 0 |
Release | : 1992 |
Genre | : |
ISBN | : |
Download Fun and Games Book in PDF, ePub and Kindle
Author | : Souvik Mukherjee |
Publisher | : Springer |
Total Pages | : 327 |
Release | : 2015-09-15 |
Genre | : Social Science |
ISBN | : 1137525053 |
Download Video Games and Storytelling Book in PDF, ePub and Kindle
The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-à-vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.
Author | : Steven E. Jones |
Publisher | : Routledge |
Total Pages | : 338 |
Release | : 2008-04-11 |
Genre | : Social Science |
ISBN | : 1135902178 |
Download The Meaning of Video Games Book in PDF, ePub and Kindle
The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.
Author | : Barry Atkins |
Publisher | : |
Total Pages | : 272 |
Release | : 2007 |
Genre | : Computers |
ISBN | : |
Download Videogame, Player, Text Book in PDF, ePub and Kindle
Videogame, Player, Text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment.
Author | : James Paul Gee |
Publisher | : Macmillan |
Total Pages | : 233 |
Release | : 2014-12-02 |
Genre | : Education |
ISBN | : 1466886420 |
Download What Video Games Have to Teach Us About Learning and Literacy. Second Edition Book in PDF, ePub and Kindle
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Author | : Georgios N. Yannakakis |
Publisher | : Springer |
Total Pages | : 350 |
Release | : 2018-02-17 |
Genre | : Computers |
ISBN | : 3319635190 |
Download Artificial Intelligence and Games Book in PDF, ePub and Kindle
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.