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Computer Games And New Media Cultures

Computer Games and New Media Cultures PDF

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Author: Johannes Fromme
Publisher: Springer Science & Business Media
ISBN: 9400727771
Size: 64.61 MB
Format: PDF, Docs
Category : Education
Languages : en
Pages : 712
View: 6058


Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.

Game Cultures Computer Games As New Media

Game Cultures  Computer Games As New Media PDF

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Author: Dovey, Jon
Publisher: McGraw-Hill Education (UK)
ISBN: 033521357X
Size: 31.68 MB
Format: PDF, ePub, Mobi
Category : Social Science
Languages : en
Pages : 171
View: 7735


This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

Computer Games And The Social Imaginary

Computer Games and the Social Imaginary PDF

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Author: Graeme Kirkpatrick
Publisher: Polity
ISBN: 0745641105
Size: 65.13 MB
Format: PDF
Category : Games & Activities
Languages : en
Pages : 219
View: 3121


Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.

Games And Gaming

Games and Gaming PDF

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Author: Larissa Hjorth
Publisher: Berg
ISBN: 1847888380
Size: 79.96 MB
Format: PDF, ePub, Docs
Category : Games & Activities
Languages : en
Pages : 192
View: 1317


The computer games industry has rapidly matured. Once a preoccupation only of young technophiles, games are now one of the dominant forms of global popular culture. From consoles such as Nintendo Wii and Microsoft's Xbox, to platforms such as iPhones and online gaming worlds, the realm of games and their scope have become all-pervasive. The study of games is no longer a niche interest but rather an integral part of cultural and media studies. The analysis of games reveals much about contemporary social relations, online communities and media engagement. Presenting a range of approaches and analytical tools through which to explore the role of games in everyday life, and packed with case material, Games and Gaming provides a comprehensive overview of this new media and how it permeates global culture in the twenty-first century.

Error Glitch Noise And Jam In New Media Cultures

Error  Glitch  Noise  and Jam in New Media Cultures PDF

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Author: Mark Nunes
Publisher: Bloomsbury Publishing USA
ISBN: 1441183426
Size: 51.36 MB
Format: PDF
Category : Social Science
Languages : en
Pages : 288
View: 2543


Divided into three sections, Error brings together established critics and emerging voices to offer a significant contribution to the field of new media studies. In the first section, "Hack," contributors explore the ways in which errors, glitches, and failure provide opportunities for critical and aesthetic intervention within new media practices. In the second section, "Game," they examine how errors allow for intentional and accidental co-opting of rules and protocols toward unintended ends. The final section, "Jam," considers the role of error as both an inherent "counterstrategy" and a mode of tactical resistance within a network society. By offering a timely and novel exploration into the ways in which error and noise "slip through" in systems dominated by principles of efficiency and control, this collection provides a unique take on the ways in which information theory and new media technologies inform cultural practice.

Children S Games In The New Media Age

Children s Games in the New Media Age PDF

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Author: Dr Chris Richards
Publisher: Ashgate Publishing, Ltd.
ISBN: 1472401468
Size: 53.28 MB
Format: PDF, ePub
Category : History
Languages : en
Pages : 238
View: 4468


The result of a unique research project exploring the relationship between children's vernacular play cultures and their media-based play, this collection challenges two popular misconceptions about children's play: that it is depleted or even dying out and that it is threatened by contemporary media such as television and computer games. A key element in the research was the digitization and analysis of Iona and Peter Opie's sound recordings of children's playground and street games from the 1970s and 1980s. This framed and enabled the research team's studies both of the Opies' documents of mid-twentieth-century play culture and, through a two-year ethnographic study of play and games in two primary school playgrounds, contemporary children's play cultures. In addition the research included the use of a prototype computer game to capture playground games and the making of a documentary film. Drawing on this extraordinary data set, the volume poses three questions: What do these hitherto unseen sources reveal about the games, songs and rhymes the Opies and others collected in the mid-twentieth century? What has happened to these vernacular forms? How are the forms of vernacular play that are transmitted in playgrounds, homes and streets transfigured in the new media age? In addressing these questions, the contributors reflect on the changing face of childhood in the twenty-first century - in relation to questions of gender and power and with attention to the children's own participation in producing the ethnographic record of their lives.

The Business And Culture Of Digital Games

The Business and Culture of Digital Games PDF

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Author: Aphra Kerr
Publisher: SAGE
ISBN: 1847877672
Size: 39.14 MB
Format: PDF, ePub, Mobi
Category : Language Arts & Disciplines
Languages : en
Pages : 192
View: 999


This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory and economics, Aphra Kerr explores this all-pervasive, but under-theorised, aspect of our media environment. Written as an introductory text for media and game students this book aims present an overview of industry and scholary work on who makes games, where they get made, what kind of media and cultural form they are and who plays them and where. The Business and Culture of Digital Games looks at: - games as a new media form; - the design, development and marketing of games; - the use of games in public and private spaces. Combining a theoretical and empirical analysis of the production, content and consumption of computer games, this book will be of interest to many students of media, culture and communication.

Computer Games As A Sociocultural Phenomenon

Computer Games as a Sociocultural Phenomenon PDF

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Author: A. Jahn-Sudmann
Publisher: Springer
ISBN: 023058330X
Size: 61.59 MB
Format: PDF, ePub
Category : Social Science
Languages : en
Pages : 229
View: 2666


Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.

Computer Games

Computer Games PDF

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Author: Diane Carr
Publisher: John Wiley & Sons
ISBN: 0745687504
Size: 53.22 MB
Format: PDF, Mobi
Category : Social Science
Languages : en
Pages : 224
View: 1973


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.

Game Work

Game Work PDF

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Author: Ken S. McAllister
Publisher: University of Alabama Press
ISBN: 0817314180
Size: 20.36 MB
Format: PDF, Mobi
Category : Language Arts & Disciplines
Languages : en
Pages : 232
View: 4482


Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power. This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers. Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.

Perceiving Play

Perceiving Play PDF

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Author: Torill Elvira Mortensen
Publisher: Peter Lang
ISBN: 9780820497006
Size: 53.78 MB
Format: PDF, Mobi
Category : Education
Languages : en
Pages : 174
View: 686


"Computer games are increasingly prevalent, and cause both curiosity and concern in the general public, so understanding these games and play is important. Game researchers need to work quickly to document, report, and analyse the effect on our modern society as an increasing amount of people make new and drastically different choices in how they spend their time. Perceiving Play: The Art and Study of Computer Games looks at the directions and findings of this research, and examines how game research integrates the studies of social science, ethnography, textual analysis and criticism, economy, law, and technology." --Book Jacket.

Playing The Past

Playing the Past PDF

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Author: Zach Whalen
Publisher: Vanderbilt University Press
ISBN: 0826516009
Size: 75.33 MB
Format: PDF, ePub, Mobi
Category : Games
Languages : en
Pages : 286
View: 4019


Playing the Past brings together a group of interdisciplinary scholars to examine the complementary notions of history and nostalgia as they are expressed through video games and in gaming culture. The scope of these related concepts moves from the personal to the cultural, and essays in this collection address video game nostalgia as both an individual and societal phenomenon, connecting the fond memories many of us have of classic gaming to contemporary representations of historical periods and events in video games. From Ms. Pac-Man and Space Invaders to Call of Duty and JFK: Reloaded, the games many of us have played since childhood inform how we see the world today, and the games we make and play today help us communicate ideas about real world history. By focusing on specific games, historical periods and media ecologies, these essays collectively take an in depth look at the related topics of nostalgia for classic gaming, gaming and histories of other media, and representations of real history in video games.

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