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Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.
Video games --- Computer art. --- Jeux vidéo --- Design. --- Conception.
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L’essor des formats courts dans le secteur audiovisuel invite à la réflexion. Venant pallier l’absence de recherche conséquente en France sur ce sujet, cet ouvrage propose de balayer la diversité des productions actuelles : au cinéma avec la forme consacrée du court-métrage, à la télévision avec les programmes courts, les clips ou les interludes ou bien encore sur le web avec les films de chantier des musées, les partages d’extraits et les appropriations sérielles. Entre cas d’étude particuliers et réflexions théoriques à la croisée de la sémiotique et des sciences de l’information et de la communication, les travaux présentés ici mettent en perspective les stratégies discursives et les logiques d’acteurs, ou encore les procédés rhétoriques qui construisent une production audiovisuelle contemporaine et à venir. Ce livre part à la découverte d’un objet multiforme et cherche à l’identifier.
Short films --- Music videos --- Internet videos --- Culture diffusion --- Courts métrages --- Vidéos musicales --- Vidéos sur Internet --- Diffusion culturelle --- Sociology --- cinéma --- télévision --- production audiovisuelle --- court-métrage
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Vacuum technology --- Vide (Technologie) --- Vacuum technology. --- Industrial vacuum --- Vacuum --- Vacuum in industry --- Industrial applications --- Ultrahigh vacuum
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Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.
History --- Video games --- Computer art. --- Jeux vidéo --- Computer art --- Design. --- Conception. --- Design
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The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or "Wiimote") play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. This book describes the Wii's impact in technological, social, and cultural terms, examining the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space. Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: the console itself, designed to be low-powered and nimble; the iconic Wii Remote; Wii Fit Plus, and its controller, the Wii Balance Board; the Wii Channels interface and Nintendo's distribution system; and the Wii as a social platform that not only affords multiplayer options but also encourages social interaction in shared physical space. Finally, the authors connect the Wii's revolution in mimetic interface gaming--which eventually led to the release of Sony's Move and Microsoft's Kinect--to some of the economic and technological conditions that influence the possibility of making something new in this arena of computing and culture.
Video games --- Nintendo Wii video games. --- Social aspects. --- Wii video games --- Nintendo video games --- GAME STUDIES/General --- CULTURAL STUDIES/Popular Culture --- SOCIAL SCIENCES/Media Studies --- Jeux vidéo --- Nintendo (jeux vidéo) --- Aspect social. --- Jeux vidéo --- Nintendo (jeux vidéo)
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Creating Q*bert and Other Classic Video Arcade Games takes you inside the video arcade game industry during the pivotal decades of the 1980s and 1990s. Warren Davis, the creator of the groundbreaking Q*bert, worked as a member of the creative teams who developed some of the most popular video games of all time, including Joust 2, Mortal Kombat, NBA Jam, and Revolution X.
Recreation --- Sports & Recreation --- Sports & recreation --- Video game designers --- Computer programmers --- Video games --- Q*bert (Game) --- Développeurs de jeux vidéo --- Programmeurs --- Jeux vidéo --- Design --- History. --- Conception --- Histoire. --- Davis, Warren,
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"The international journal Vacuum publishes high quality papers on latest advances in the many areas which now require the production and control of a working environment at pressure below one atmosphere."
Vacuum --- Physics --- Technology --- Vide (Physique) --- Arts, Industrial --- Industrial Arts --- Cloud Computing --- Physic --- High vacuum technique --- Electric discharges through gases --- Physics. --- Technology.
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Understanding Video Game Music develops a musicology of video game music by providing methods and concepts for understanding music in this medium. From the practicalities of investigating the video game as a musical source to the critical perspectives on game music - using examples including Final Fantasy VII, Monkey Island 2, SSX Tricky and Silent Hill - these explorations not only illuminate aspects of game music, but also provide conceptual ideas valuable for future analysis. Music is not a redundant echo of other textual levels of the game, but central to the experience of interacting with video games. As the author likes to describe it, this book is about music for racing a rally car, music for evading zombies, music for dancing, music for solving puzzles, music for saving the Earth from aliens, music for managing a city, music for being a hero; in short, it is about music for playing.
Video game music --- History and criticism. --- Musique de jeux vidéo --- Histoire et critique --- History and criticism --- Video game music - History and criticism --- Music --- Musique de jeux vidéo
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Since the days of early television, video has been an indispensable part of culture, society, and moving-image media industries. Over the decades, it has been an avant-garde artistic medium, a high-tech consumer gadget, a format for watching movies at home, a force for democracy, and the ultimate, ubiquitous means of documenting reality. In the twenty-first century, video is the name we give all kinds of moving images. We know it as an adaptable medium that bridges analog and digital, amateur and professional, broadcasting and recording, television and cinema, art and commercial culture, and old media and new digital networks. In this history, Michael Z. Newman casts video as a medium of shifting value and legitimacy in relation to other media and technologies, particularly film and television. Video has been imagined as more or less authentic or artistic than movies or television, as more or less democratic and participatory, as more or less capable of capturing the real. Techno-utopian rhetoric has repeatedly represented video as a revolutionary medium, promising to solve the problems of the past and the present-often the very problems associated with television and the society shaped by it-and to deliver a better future. Video has also been seen more negatively, particularly as a threat to movies and their culture. This study considers video as an object of these hopes and fears and builds an approach to thinking about the concept of the medium in terms of cultural status.
Video recordings --- Videorecordings --- Videos --- Audio-visual materials --- History. --- video --- cultuurgeschiedenis --- technologie --- Verenigde Staten --- filmgeschiedenis --- film --- 791.45 --- Vidéos --- History --- Histoire --- Telecommunication technology
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Si le jeu vidéo est aujourd’hui largement reconnu comme une pratique culturelle (voir les ouvrages Culture vidéoludique ! du Liège Game Lab ou Penser (avec) la culture vidéoludique, dans la même collection) et comme un objet de recherche, structurant le champ des sciences du jeu ou game studies, ce médium reste souvent prisonnier d’approches l’étudiant sous l’angle de l’immersion, de l’engagement, de l’immédiateté. Les discours qui entourent le jeu vidéo présentent ainsi régulièrement sa prise en main comme « intuitive », sans intermédiaires, « projetant » la personne qui joue au cœur de l’aventure au moyen de contrôles « immersifs ». De telles considérations feraient presque oublier les nombreuses médiations qui existent à plusieurs niveaux entre le jeu et les joueurs·euses et qui alimentent l’expérience ludique tout autant que le jeu lui-même : genres, presse, emballages, avatar, périphériques, publicité, institutions, communautés, etc. Pour démystifier la relation entre jeu et joueur·euse et repenser le jeu comme un acte de communication, les auteurs·rices de cet ouvrage collectif proposent d’étudier ces multiples intermédiaires et les rôles qu’ils exercent dans la construction des cultures ludiques. En recourant à des approches pluridisciplinaires (études de la réception, analyse du discours, sémiotique, rhétorique, musicologie, iconologie, esthétique, etc.), les contributions s’intéressent à divers objets permettant d’éclairer quelques-uns des innombrables interstices du jeu vidéo : le paratexte des jeux horrifiques, la pratique du non-jeu, l’accessibilité d’un dispositif muséal ludique, les biais induits par l’usage d’appareils de mesure biométrique, les motifs ludiques de la fiche de personnage, les emplois du terme « caméra » ou encore les modalités de la traduction du média, par exemple. À travers ces analyses, des enjeux parfois méconnus des œuvres vidéoludiques se trouvent mis en lumière et permettront au lecteur ou à la lectrice de mieux cerner les écarts et les obstacles qui nourrissent son ressenti et sa pratique du jeu. Créé en 2016, le LIÈGE GAME LAB est un collectif destiné à la recherche, à l’enseignement et à la médiation sur le jeu vidéo à l’université de Liège. Ses membres se spécialisent dans une approche culturelle du médium vidéoludique, nourrie des méthodes des sciences humaines et sociales.
Video games --- Logiciels ludoéducatifs. --- Jeux vidéo --- Médias et culture --- Design. --- Psychological aspects. --- Psychologie. --- Media and culture --- Jeux vidéo --- Médias et culture.
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