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This Gaming Life: Travels in Three Cities

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ISBN: 9780472033973 9780472023141 Year: Language: English
Publisher: University of Michigan Press
Subject: Technology (General)
Added to DOAB on : 2012-04-06 14:37:34
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""In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a videogame. It was the best thing that ever happened to me."" So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist. Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol's encounters in three cities: London, Seoul, and Reyjkavik. From his days as a Quake genius in London's increasingly corporate gaming culture; to Korea, where gaming is a high stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives. Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the ""serious"" educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.

Respawn

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ISBN: 9781478090366 9781478002789 9781478002925 9781478001348 Year: Pages: 312 DOI: 10.1215/9781478090366 Language: English
Publisher: Duke University Press
Subject: Media and communication
Added to DOAB on : 2020-03-28 11:21:02
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In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.

Silent Hill: The Terror Engine

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Book Series: Landmark Video Games series ISBN: 9780472071623 9780472051625 9780472027835 Year: Volume: 2 Language: English
Publisher: University of Michigan Press
Subject: Technology (General)
Added to DOAB on : 2012-04-06 14:29:55
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Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games series from series editors Mark J. P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.

Hanging Out, Messing Around, and Geeking Out

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ISBN: 9780262013369 9780262518543 Year: Pages: 440 Language: English
Publisher: The MIT Press
Subject: Science (General) --- Education
Added to DOAB on : 2019-01-17 11:41:33
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An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use.Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after-school programs, and in online spaces.Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.

Games and Rules

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Book Series: Edition Medienwissenschaft ISBN: 9783837643046 9783839443040 Year: DOI: http://dx.doi.org/10.14361/9783839443040 Language: English
Publisher: transcript Verlag Grant: Knowledge Unlatched - 101981
Subject: Media and communication
Added to DOAB on : 2019-03-27 11:21:02
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Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world.

The Sacred & the Digital. Critical Depictions of Religions in Video Games

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ISBN: 9783038978305 9783038978312 Year: Pages: 184 DOI: 10.3390/books978-3-03897-831-2 Language: English
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Religion
Added to DOAB on : 2019-04-25 16:37:17
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Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.

Gaming and the Arts of Storytelling

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ISBN: 9783039212316 9783039212323 Year: Pages: 144 DOI: 10.3390/books978-3-03921-232-3 Language: English
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Philosophy
Added to DOAB on : 2019-08-28 11:21:27
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This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative

Chapter 9 Hateful Games: Why White Supremacist Recruiters Target Gamers and How to Stop Them (Book chapter)

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ISBN: 9780367217952 Year: DOI: 10.4324/9780429266140 Language: English
Publisher: Taylor & Francis
Added to DOAB on : 2020-09-01 00:06:34
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Digital Ethics delves into the shifting legal and ethical landscape in digital spaces and explores productive approaches for theorizing, understanding, and navigating through difficult ethical issues online. Contributions from leading scholars address how changing technologies and media over the last decade have both created new ethical quandaries and reinforced old ones in rhetoric and writing studies. Through discussions of rhetorical theory, case studies and examples, research methods and methodologies, and pedagogical approaches and practical applications, this collection will further digital rhetoric scholars’ inquiry into digital ethics and writing instructors’ approaches to teaching ethics in the current technological moment. A key contribution to the literature on ethical practices in digital spaces, this book will be of interest to researchers and teachers in the fields of digital rhetoric, composition, and writing studies.

Emerging Technology Applications to Promote Physical Activity and Health

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ISBN: 9783038977087 Year: Pages: 176 DOI: 10.3390/books978-3-03897-709-4 Language: English
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Sociology --- Social Sciences
Added to DOAB on : 2019-04-05 10:34:31
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As technology becomes an ever-more prevalent part of everyday life, and population-based physical activity programs seek new ways to increase life-long engagement with physical activity, these two ideas have become increasingly linked. This Special Issue attempts to offer a thorough and critical examination of emerging technologies in physical activity and health promotion, considering technological interventions in different contexts (communities, clinics, schools, homes, etc.) among various populations, exploring the challenges of integrating technology into physical activity promotion, and offering solutions for its implementation. This Special Issue aims to take a broadly positive stance toward interactive technology initiatives and, while discussing some negative implications of an increased use of technology, offers practical recommendations for promoting physical activity through various emerging technologies, including, but not limited to: Active video games (exergaming); social media; mobile device apps; health wearables; mobile games, augmented reality games, global positioning and geographic information systems; and virtual reality. Offering a logical and clear critique of emerging technologies in physical activity and health promotion, this Special Issue will provide useful suggestions and practical implications for researchers, practitioners, and educators in the fields of public health, kinesiology, physical activity and health, and healthcare.

Keywords

anxiety --- depression --- exercise --- mental health --- virtual reality --- senior citizens --- perceived environmental factor --- recreational physical activity --- screen based sedentary behavior --- pedometers --- accelerometers --- measurement --- physical activity levels --- active video games --- motor activity --- intelligence quotient --- young children --- physical activity --- quality of life --- social cognitive theory --- wearable technology --- real-time physical activity --- wearable technology --- fitness --- Fitbits --- breast cancer --- mammogram --- mobile phone-based health intervention --- mHealth --- app --- health navigator --- Korean American immigrant women --- Autism --- autism spectrum disorder --- augmented reality --- technology --- Google Glass --- social communication --- safety --- smartglasses --- digital health --- Amazon --- Amazon Web Services --- Google --- sedentary behaviour --- air quality --- socio-ecological model --- wrist-worn activity tracker --- active video games --- cardiorespiratory fitness --- locomotor skills --- motor skill competence --- musculoskeletal fitness --- object control skills --- active video game --- accelerometry --- physical activity assessment --- epoch --- placement site --- heart rate --- preoperative anxiety --- virtual reality game --- preoperative experience --- active video game --- light physical activity --- moderate-to-vigorous physical activity --- sedentary behavior --- sex difference --- active video gaming --- serious games --- physical activity --- physical exercise --- sedentary behavior --- narrative review

Contemporary Nostalgia

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ISBN: 9783039215560 9783039215577 Year: Pages: 194 DOI: 10.3390/books978-3-03921-557-7 Language: English
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Media and communication
Added to DOAB on : 2019-12-09 11:49:15
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Some of the most pressing contemporary issues (ecological crisis, migration and integration, fragmented worldviews, social media, fake news, extremist politics and terrorism) can be understood more profoundly through how they interact with both individual and collective forces of nostalgia. Nostalgia is politics, but these politics are also interwoven with media and culture. Notwithstanding how nostalgia is used or contextualized in terms of politics and social practices, commodification or personal development, its power is primarily situated within its efficacy as a governing, influential human emotion. The vast and luminous contributions to this special issue on contemporary nostalgia are all investigating the role different aesthetic media formats (film, music, literature, computer games) plays in nostalgic negotiations with style, history, migration, love, nationalism, diaspora, irony, modernity, colonial and postcolonial discourses, and adoption. Mutually, these essays stand out as important, original, critical contributions to the expanding field of nostalgia studies and offer a valued insight on our world.

Keywords

nostalgia --- railways --- modernity --- modernism --- American literature --- heritage cinema --- Hollywood --- reflective nostalgia --- restorative nostalgia --- metanostalgia --- nostalgia --- Lars Gustafsson --- poetry --- tropic reinvention --- landscape --- childhood --- imagery --- expatriation --- nostalgia --- Ian McEwan --- Atonement --- ethics --- responsibility --- nostalgia --- contemporary nostalgia --- nostalgic experience --- nostalgic narrative --- narrative modes --- narrative mediation --- reflective nostalgia --- idealisation --- first-person narrative --- Finland-Swedish literature --- Second World War --- North Africa Campaign --- Egypt --- cosmopolitanism --- imperial nostalgia --- colonial nostalgia --- collective memory --- nostalgia --- ostalgia --- Czech film --- Czech history --- normalisation --- post-communism --- Yugonostalgia --- post-Yugoslav music --- the concept of love --- commodification of feelings and memories --- émigré writers --- lost ideal --- nostalgia --- myths --- popular literature --- nostalgia --- video games --- independent style --- retro aesthetics --- historical recreation --- simulation --- nostalgic dystopias --- F. Scott Fitzgerald --- “The Rich Boy” --- Niklas Salmose --- nostalgia --- nostalgic strategies --- text-image relations --- Red Book Magazine --- F.R. Gruger --- illustrations --- advertisements --- media --- intermediality --- transnational adoption --- nostalgia --- motherhood --- autobiography --- Naumann --- Rickardsson --- nostalgia --- Richard Ford --- pastoral --- southern gothic --- grotesque --- memory --- partition --- nation-state --- Foucault --- heterotopia --- India --- Pakistan --- Partition fiction --- refugees --- Nubia --- nostalgic spaces --- displacement --- territory --- disembodied territoriality --- spatial production --- n/a

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