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Gaming und Bibliotheken

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Book Series: Praxiswissen ISSN: 2193-0198 ISBN: 9783110312836 9783110395914 Year: Pages: 168 DOI: 10.1515/9783110312836 Language: German
Publisher: De Gruyter
Subject: Library and Information Science
Added to DOAB on : 2015-08-13 13:41:34
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Using a theoretical review as a foundation, this volume for the first time provides a comprehensive review of the manifold possibilities for the use of gaming in libraries. It presents new trends in gaming as well as current activities being conducted by libraries to reveal the growing impact of gaming on the transmission of culture and knowledge.

Keywords

Gaming --- computer games

Play Redux : The Form of Computer Games

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ISBN: 9780472070923 9780472050925 9780472026876 Year: Language: English
Publisher: University of Michigan Press
Subject: Technology (General)
Added to DOAB on : 2012-04-06 14:29:55
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Play Redux is an ambitious description and critical analysis of the aesthetic pleasures of video game play, drawing on early twentieth-century formalist theory and models of literature. Employing a concept of biological naturalism grounded in cognitive theory, Myers argues for a clear delineation between the aesthetics of play and the aesthetics of texts. In the course of this study, Myers asks a number of interesting questions: What are the mechanics of human play as exhibited in computer games? Can these mechanisms be modeled? What is the evolutionary function of cognitive play, and is it, on the whole, a good thing? Intended as a provocative corrective to the currently ascendant, if not dominant, cultural and ethnographic approach to game studies and play, Play Redux will generate interest among scholars of communications, new media, and film.

Storyplaying: Agency and Narrative in Video Games

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ISBN: 9783110272451 9783110272161 Year: Pages: 196 DOI: 10.1515/9783110272451 Language: English
Publisher: De Gruyter Grant: FP7 Ideas: European Research Council
Subject: Languages and Literatures
Added to DOAB on : 2019-10-02 11:21:05

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Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay.

Games and Bereavement

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Book Series: Edition Medienwissenschaft ISBN: 9783837644159 9783839444153 Year: Language: English
Publisher: transcript Verlag Grant: Knowledge Unlatched - 101989
Subject: Media and communication
Added to DOAB on : 2019-04-25 11:21:03
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How can videogames portray love and loss? »Games and Bereavement« answers this question by analysing five videogames and conducting a participatory design study with grievers. Sabine Harrer offers both theoretical and practical perspectives on videogames and grief and suggests a design model for videogames to include grievers into game development. Overall, she explores how videogames can be used as contemporary medium for personal storytelling.

My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft

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Book Series: Technologies of the Imagination ISBN: 9780472070985 9780472050987 9780472026715 Year: Language: English
Publisher: University of Michigan Press
Subject: Ethnology
Added to DOAB on : 2012-04-06 14:29:55
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World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants. In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes. Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer.

The Place of Play

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Book Series: MediaMatters ISBN: 9789089640802 Year: Pages: 160 DOI: 10.5117/9789089640802 Language: Undetermined
Publisher: Amsterdam University Press
Subject: Science (General) --- History --- Media and communication
Added to DOAB on : 2011-11-04 00:00:00
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Increasingly, technology is at stake in toys, games and playing. With the immense popularity of computer games, questions concerning the role and function of technology in play have become more pressing. A key aspect of the increasing technologization and digitalization of both toys and play is the vagueness of borders between producers, consumers and players. In these so-called participatory cultures, players do not simply play with toys designed behind closed doors but become co-designers. This book takes a critical look at the advantages and disadvantages of participatory cultures and places the changing world of toys, games and playing in a historical context. Contrary to many New Media and computer game studies, this book takes the historical background of these phenomena into account by situating the changing world of play in the context of the social and cultural processes of commodification, domestication and urbanization from the 1850s to the present.

Games and Rules

Authors: --- ---
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.

Gewalt im Computerspiel

Author:
Book Series: Kultur und soziale Praxis ISBN: 9783839435595 9783837635591 Year: Pages: 368 DOI: 10.14361/9783839435595_978-3-8394-3559-5_Gewalt im Computerspiel_Facetten eines Vergnügens____1_368_ Language: German
Publisher: transcript Verlag Grant: Schweizerischer Nationalfonds zur Förderung der Wissenschaftlichen Forschung
Subject: Media and communication
Added to DOAB on : 2017-09-01 11:01:04
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Grand Theft Auto, Battlefield, Counterstrike – more and more, violence in computer games is becoming the subject of heated discussion. But what emotional experiences does the playful use of virtual violence make possible? Through participato observation in online games and at LAN parties and analyses of interviews, magazines, and videos, Christopher Bareither presents in detail how millions of people can take pleasure from that which would shock others. By refraining from judgmental cliches, this ethnographic study is able to provide a decisive contribution to a debate at the crossroads of popular culture, politics, and the public sphere.

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