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Videogames in the Indian Subcontinent

Videogames in the Indian Subcontinent
Author: Souvik Mukherjee
Publisher: Bloomsbury Publishing
Total Pages: 182
Release: 2022-11-25
Genre: Social Science
ISBN: 9354356915

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Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world-the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region. Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global.


Video Games and the Global South

Video Games and the Global South
Author: Phillip Penix-Tadsen
Publisher: Lulu.com
Total Pages: 302
Release: 2019-05-17
Genre: Computers
ISBN: 0359641393

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Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.


The Routledge Companion to Literary Media

The Routledge Companion to Literary Media
Author: Astrid Ensslin
Publisher: Taylor & Francis
Total Pages: 817
Release: 2023-08-30
Genre: Literary Criticism
ISBN: 1000902455

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The Routledge Companion to Literary Media examines the fast-moving present and future of a media ecosystem in which the literary continues to play a vital role. The term ‘literary media’ challenges the tendency to hold the two terms distinct and broadens accepted usage of the literary to include popular cultural forms, emerging technologies and taste cultures, genres, and platforms, as well as traditions and audiences all too often excluded from literary histories and canons. Featuring contributions from leading international scholars and practitioners, the Companion provides a comprehensive guide to existing terms and theories that address the alignment of literature and a variety of media forms. It situates the concept in relation to existing theories and histographies; considers emerging genres and forms such as locative narratives and autofiction; and expands discussion beyond the boundaries by which literary authorship is conventionally defined. Contributors also examine specific production and publishing contexts to provide in-depth analysis of the promotion of literary media materials. The volume further considers reading and other aspects of situated audience engagement, such as Indigenous and oral storytelling, prize and review cultures, book clubs, children, and young adults. This authoritative collection is an invaluable resource for scholars and students working at the intersection of literary and media studies.


Gaming Culture(s) in India

Gaming Culture(s) in India
Author: Aditya Deshbandhu
Publisher: Taylor & Francis
Total Pages: 189
Release: 2020-05-13
Genre: Games & Activities
ISBN: 1000082261

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This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player’s perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products’ many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed; details participants’ gaming habits, practices and contexts from a cultural perspective and analyzes the participants’ responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.


Video Games Around the World

Video Games Around the World
Author: Mark J. P. Wolf
Publisher: MIT Press
Total Pages: 715
Release: 2015-05-22
Genre: Games & Activities
ISBN: 0262328496

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Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela


Digital Culture & Society (DCS)

Digital Culture & Society (DCS)
Author: Pablo Abend
Publisher: transcript Verlag
Total Pages: 213
Release: 2019-11-30
Genre: Social Science
ISBN: 3839444780

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Digital Culture & Society is a refereed, international journal, fostering discussion about the ways in which digital technologies, platforms and applications reconfigure daily lives and practices. It offers a forum for inquiries into digital media theory, methodologies, and socio-technological developments. This issue presents empirical studies as well as theoretical and methodological reflections on inequalities and divides in digital cultures. From various (inter-)disciplinary perspectives, the authors examine three main themes - inequality of access, inequality by design and discursive divides, and inequality by algorithms - while suggesting ways for research to move beyond these.


Video Games and Storytelling

Video Games and Storytelling
Author: Souvik Mukherjee
Publisher: Palgrave Macmillan
Total Pages: 239
Release: 2018-02-05
Genre: Social Science
ISBN: 9781349580149

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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.


Videogames and Postcolonialism

Videogames and Postcolonialism
Author: Souvik Mukherjee
Publisher: Springer
Total Pages: 120
Release: 2017-07-24
Genre: Social Science
ISBN: 3319548220

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This book focuses on the almost entirely neglected treatment of empire and colonialism in videogames. From its inception in the nineties, Game Studies has kept away from these issues despite the early popularity of videogame franchises such as Civilization and Age of Empire. This book examines the complex ways in which some videogames construct conceptions of spatiality, political systems, ethics and society that are often deeply imbued with colonialism. Moving beyond questions pertaining to European and American gaming cultures, this book addresses issues that relate to a global audience – including, especially, the millions who play videogames in the formerly colonised countries, seeking to make a timely intervention by creating a larger awareness of global cultural issues in videogame research. Addressing a major gap in Game Studies research, this book will connect to discourses of post-colonial theory at large and thereby, provide another entry-point for this new medium of digital communication into larger Humanities discourses.


Gender Matters in Global Politics

Gender Matters in Global Politics
Author: Laura J. Shepherd
Publisher: Routledge
Total Pages: 521
Release: 2014-07-17
Genre: Political Science
ISBN: 1134752520

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Fully revised and updated, this second edition of Gender Matters in Global Politics is a comprehensive textbook for advanced undergraduates studying feminism & international relations, gender and global politics and similar courses. It provides students with an accessible but in-depth account of the most significant theories, methodologies, debates and issues. This textbook is written by an international line-up of established and emerging scholars from a range of theoretical perspectives, and brings together cutting-edge feminist scholarship in a variety of issue areas. Key features and benefits of the book: Introduces students to the wide variety of feminist and gender theory and explains the relevance to contemporary global politics Explains the insights of feminist theory for a range of other disciplines including international relations, international political economy and security studies Addresses a large number of key contemporary issues such as human rights, trafficking, rape as a tool of war, peacekeeping and state-building, terrorism and environmental politics Features detailed pedagogical tools and resources – seminar exercises, text boxes, photographs, suggestions for further reading, web resources and a glossary of key terms New chapters on - Environmental politics and ecology; War; Terrorism and political violence; Land, food and water; International legal institutions; Peacebuilding institutions and post-conflict reconstruction; Citizenship; Art, aesthetics and emotionality; and New social media and global resistance. This text enables students to develop a sophisticated understanding of the work that gender does in policies and practices of global politics.


Video Games Around the World

Video Games Around the World
Author: Mark J. P. Wolf
Publisher: MIT Press
Total Pages: 715
Release: 2015-05-01
Genre: Games & Activities
ISBN: 0262527162

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Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela