Search results: Found 11

Listing 1 - 10 of 11 << page
of 2
>>
Sort by
DOOM: SCARYDARKFAST

Author:
ISBN: 9780472071913 9780472051915 9780472900268 9780472028931 Year: Language: English
Publisher: University of Michigan Press
Subject: Technology (General)
Added to DOAB on : 2016-06-01 18:31:29
License:

Loading...
Export citation

Choose an application

Abstract

In December 1993, gaming changed forever. id Software’s seminal shooter DOOM was released and it shook the foundations of the medium. This is a book about what is considered the most important first-person game ever made; about the blueprint that has defined one of the most successful genres of digital gaming. Pinbeck brings together the complete story of DOOM for the first time. It sets the scene with a discussion of the early days of first-person gaming and the video game studio system. It discusses the prototypes and the groundbreaking technology that drove the game forwards, and offers a detailed analysis of gameplay and level design. This is followed by sections on DOOM’s contributions to wider gaming culture: online multiplay and the mod scene, and consideration of the many ports and sequels the game spawned. This close analysis sets the scene for an extensive discussion of the first-person gaming genre, focusing upon DOOM’s status as a foundational title, using this analysis to offer a means of better understanding how the genre has developed since 1993. Pinchbeck draws extensively from primary data: from the game itself, from the massive fan culture surrounding the title, and from interviews with the developers who made it. It is this level of access to the process of development through the reflections of some of gaming’s most celebrated individuals that gives the book a very particular focus and drive. It aims not only to be the definitive work on DOOM, but a snapshot of a period of gaming history, a manifesto for a development ethos, and a celebration of game culture at its best.

Keywords

Gaming

Digital Gaming and the Advertising Landscape

Author:
Book Series: Games and Play ISBN: 9789048538676 Year: Pages: 209 Language: English
Publisher: Amsterdam University Press
Subject: Media and communication
Added to DOAB on : 2019-11-06 11:21:03

Loading...
Export citation

Choose an application

Abstract

The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited.*Digital Gaming and the Advertising Landscape* explores the different ways advertising messages can be embedded within digital games. An interdisciplinary approach is used to help explain how persuasive communication works within digital games. It does so by forging new links within the area of game studies where the emphasis of this book clearly lies, while also taking up new subjects such as design theories and their relation to games as well as how this relationship may be used in a practical context.

Keywords

Gaming

Tempest: Geometries of Play

Author:
ISBN: 9780472072699 9780472052691 9780472900107 9780472121144 Year: Language: English
Publisher: University of Michigan Press
Subject: Technology (General)
Added to DOAB on : 2016-06-01 17:09:33
License:

Loading...
Export citation

Choose an application

Abstract

Tempest is an arcade game by Atari Inc., originally designed and programmed by Dave Theurer. Released in October 1981, it was popular and had several ports and sequels and wide and lasting influence. The game is also notable for being one of the first video games with a selectable level of difficulty (determined by the initial starting level). The game is a tube shooter, a type of shoot ’em up where the environment is fixed and viewed from a three-dimensional perspective. Tempest introduced several new features for its time. It was one of the first video games to use Atari’s Color-QuadraScan vector display technology (along with Space Duel, which was released around the same time). It was also the first game to allow the player to choose their starting level (a system Atari dubbed “SkillStep”). This feature would increase the maximum starting level depending on the player’s performance in the previous game, essentially allowing the player to continue, a feature that became a standard in later video games. Finally, Tempest was one of the first video games to sport a progressive level design in which the levels themselves varied rather than giving the player the same level with increasing difficulty levels.In this book, Ruggill and McAllister enumerate and analyze Tempest’s landmark qualities, exploring the game’s aesthetics, development context, and connections to and impact on video game history and culture. Specifically, they describe the game in detail, unpacking its latent and as well manifest audio-visual iconography and the ideological meanings this iconography evokes; consider the game generically, that is, in terms of the general styles and logics it initiated, reinscribed, and expanded upon; delve into its design and production history to reveal the creative and industrial processes that shaped the game’s development, release, and reception; and, finally, they analyze it as part of a franchise as well as a singular artifact.

Keywords

Gaming --- tempest

Gaming und Bibliotheken

Author:
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
License:

Loading...
Export citation

Choose an application

Abstract

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

More than a game: The computer game as fictional form

Author:
ISBN: 9780719063640 Year: Language: English
Publisher: Manchester University Press
Subject: Computer Science
Added to DOAB on : 2011-11-04 00:00:00
License:

Loading...
Export citation

Choose an application

Abstract

Whether you love them or loathe them, look back with wistful nostalgia to the days of Pong and Space Invaders, or regard the whole phenomenon with blank incomprehension, there is no doubt that computer and video games now occupy a significant place in contemporary popular culture. The economics alone are staggering, with unit sales counted in the millions. The frequency of assertions in the popular press about the dangerous influence of their violent subject matter and 'immersive' potential imply a startling level of influence. To disregard the computer game is to refuse to engage fully with contemporary popular culture. This is the first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Taking its cue from practices of reading texts in literary and cultural studies, it considers the computer game as a new and emerging mode of contemporary storytelling in a fashion that is accessible and readable, recognising the excitement and pleasure that has made the computer game such a massive global phenomenon. In a carefully organised study Barry Atkins discusses in detail questions of narrative and realism in four of the most significant games of the last decade: Tomb Raider, Half-Life, Close Combat and SimCity. This is a work for both the student of contemporary culture and those game-players who are interested in how computer games tell their stories.

Keywords

pong --- video --- gaming --- computer --- arcade --- game

Video Games as Tools to Achieve Insight into Cognitive Processes

Author:
Book Series: Frontiers Research Topics ISSN: 16648714 ISBN: 9782889195534 Year: Pages: 87 DOI: 10.3389/978-2-88919-553-4 Language: English
Publisher: Frontiers Media SA
Subject: Psychology --- Science (General)
Added to DOAB on : 2016-01-19 14:05:46
License:

Loading...
Export citation

Choose an application

Abstract

Though traditionally designed for entertainment, video games are being used more and more by psychologists to understand topics such as skill acquisition, cognitive capacity and plasticity, aging, individual differences, and development. The appeal of using video games over simpler laboratory paradigms partly comes from their ability to present rich and complex cognitive challenges more representative of the demands of the complex everyday tasks we perform outside of the laboratory. However, this complexity also presents a host of methodological and analytic challenges. This Research Topic brings together research using games to explore cognitive processes, with a special focus on the challenges of this approach. Challenges are in terms of design, implementation, or data analysis.

The Emergence of the Digital Humanities

Author:
ISBN: 9780415635516 9780203093085 Year: Language: English
Publisher: Taylor & Francis Grant: Knowledge Unlatched - 102652
Subject: Media and communication
Added to DOAB on : 2019-02-26 11:21:03
License:

Loading...
Export citation

Choose an application

Abstract

In The Emergence of the Digital Humanities, Steven E. Jones examines this shift in our relationship to digital technology and the ways that it has affected humanities scholarship and the academy more broadly. Based on the premise that the network is now everywhere rather than merely "out there," Jones links together seemingly disparate cultural events—the essential features of popular social media, the rise of motion-control gaming and mobile platforms, the controversy over the "gamification" of everyday life, the spatial turn, fabrication and 3D printing, and electronic publishing—and argues that cultural responses to changes in technology provide an essential context for understanding the emergence of the digital humanities as a new field of study in this millennium.

Internet and Mobile Phone Addiction. Health and Educational Effects

Author:
ISBN: 9783038976042 Year: Pages: 328 DOI: 10.3390/books978-3-03897-605-9 Language: eng
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Psychology
Added to DOAB on : 2019-03-21 15:50:41
License:

Loading...
Export citation

Choose an application

Abstract

Internet use-related addiction problems (e.g., Internet addiction, problem mobile phone use, problem gaming, and social networking) have been defined according to the same core element: the addictive symptomatology presented by individuals who excessively and problematically behave using the technology. Online activity is the most important factor in their lives, causing them the loss of control by stress and difficulties in managing at least one aspect of their daily life, affecting users’ wellbeing and health. In 2018, Gaming Disorder was included as a mental disease in the 11th Revision of the International Classification of Diseases by the World Health Organization. In 2013, the American Psychiatric Association requested additional research on Internet Gaming Disorder. The papers contained in this e-Book provide unique and original perspectives on the concept, development, and early detection of the prevention of these health problems. They are diverse in the nature of the problems they deal with, methodologies, populations, cultures, and contain insights and a clear indication of the impact of individual, social, and environmental factors on Internet use-related addiction problems. The e-Book illustrates recent progress in the evolution of research, with great emphasis on gaming and smartphone problems, signaling areas in which research would be useful, even cross-culturally.

Keywords

commuting --- well-being --- personality --- gender --- stress --- Internet addiction --- Internet gaming disorder --- game device usage pattern --- smartphone --- comorbidity --- Internet gaming disorder --- IGD --- emotional regulation --- cognitive reappraisal --- suppression --- depression --- hostility --- internet gaming disorder --- Dickman Impulsivity Inventory-Short Version (DII) --- Brief Self-Control Scale (BSCS) --- Symptom Checklist-90-Revised (SCL-90-R) --- Behavioral Inhibition System/Behavioral Activation System (BIS/BAS) --- Diagnostic and Statistical Manual for Mental Disorders (DSM-5) --- gambling --- video-game addiction --- screen addiction --- immersion --- problematic Internet use --- comorbidity --- cognitive distortion --- problematic smartphone use --- smartphone addiction --- social media --- approaches to learning --- deep approach to learning --- surface approach to learning --- smartphone --- problematic mobile phone use --- convergent design --- focus group --- survey --- internet gaming disorder --- impulsivity --- depression --- interpersonal relationships --- serial mediation --- Internet addiction --- mobile phone addiction --- online social network --- university students --- technological addictions --- behavioral addictions --- CERI --- CERM --- mobile phone dependence --- mobile phone use --- impulsivity --- China --- Internet addiction --- Internet-use disorder --- Internet literacy --- expectancies --- personality --- cultural differences --- pathological video-game use --- Internet Gaming Disorder --- comorbid psychopathology --- review --- Internet Use Disorder --- prevalence --- epidemiology --- adolescence --- latent profile analysis --- anxiety --- depression --- Internet addiction --- smartphone addiction --- propensity score --- Internet addiction --- coping strategies --- personality traits --- young people --- mobile phone use --- smartphone use --- Problematic Mobile Phone Use --- Problematic Mobile Phone Use Questionnaire --- psychometric testing --- measurement invariance --- time --- gaming disorder --- interpersonal relations --- self-efficacy --- self-control --- expectations --- fear of missing out (FOMO) --- social media --- problematic social media use (PSMU) --- phubbing --- teenagers --- adolescents --- addiction --- internet addiction --- mobile phone (or smartphone) use --- young children --- early childhood education --- parenting --- emergent bilinguals --- intergenerational language transmission --- behavioural addictions --- generalised versus specific problem Internet uses --- Internet addiction --- gaming disorder --- social networking --- mixed methods research

Gaming and the Arts of Storytelling

Author:
ISBN: 9783039212316 / 9783039212323 Year: Pages: 144 DOI: 10.3390/books978-3-03921-232-3 Language: eng
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Philosophy
Added to DOAB on : 2019-08-28 11:21:27
License:

Loading...
Export citation

Choose an application

Abstract

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

Emerging Technology Applications to Promote Physical Activity and Health

Authors: ---
ISBN: 9783038977087 Year: Pages: 176 DOI: 10.3390/books978-3-03897-709-4 Language: eng
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Sociology --- Social Sciences
Added to DOAB on : 2019-04-05 10:34:31
License:

Loading...
Export citation

Choose an application

Abstract

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

Listing 1 - 10 of 11 << page
of 2
>>
Sort by