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The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
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What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
SOCIAL SCIENCE / Media Studies. --- Computer Games. --- Culture. --- Digital Media. --- Game Design. --- Game Studies. --- Media Aesthetics. --- Media Studies. --- Media. --- Popular Culture. --- Games; Game Studies; Game Design; Media; Culture; Popular Culture; Computer Games; Media Aesthetics; Digital Media; Media Studies
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Fictional Practices of Spirituality provides critical insight into the implementation of belief, mysticism, religion, and spirituality into worlds of fiction, be it interactive or non-interactive. This first volume focuses on interactive, virtual worlds - may that be the digital realms of videogames and VR applications or the imaginary spaces of life action role-playing and soul-searching practices. It features analyses of spirituality as gameplay facilitator, sacred spaces and architecture in videogame geography, religion in videogames and spiritual acts and their dramaturgic function in videogames, tabletop, or LARP, among other topics. The contributors offer a first-time ever comprehensive overview of play-rites as spiritual incentives and playful spirituality in various medial incarnations.
SOCIAL SCIENCE / Media Studies. --- Computer Games. --- Digital Media. --- Game Design. --- Interactive Fiction. --- Media Studies. --- Media. --- Popular Culture. --- Religion. --- Religious Studies. --- Spirituality. --- Videogames.
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"While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games--Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it."--
Video games --- Multimedia systems. --- Design. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Intermediality. --- Semiotics --- Influence (Literary, artistic, etc.) --- Game Design (Design) --- Game Design (Film & Media) --- Game Studies --- Computer games --- Design
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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 experts and 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 - among them Miguel Sicart and Carlo Fabricatore.
Media studies --- Aporia and Epiphany. --- Computer Games. --- Ergodic Systems. --- Game Design. --- Game Mechanics. --- Game Studies. --- Ludology. --- Media Aesthetics. --- Media Art. --- Media Studies. --- Media. --- Motivation. --- Narratology. --- Video Games. --- Games; Video Games; Media; Media Studies; Game Studies; Game Design; Ludology; Narratology; Motivation; Game Mechanics; Ergodic Systems; Aporia and Epiphany; Computer Games; Media Aesthetics; Media Art --- Electronic games --- Computer games --- Application software --- Electronic toys --- Games --- Social aspects. --- Design. --- Design --- Media & Communications --- Video Games --- Media --- Media Studies --- Game Studies --- Game Design --- Ludology --- Narratology --- Motivation --- Game Mechanics --- Ergodic Systems --- Aporia and Epiphany --- Computer Games --- Media Aesthetics --- Media Art --- Video games
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visual communication --- multimedia --- design --- visual language --- Visual communication --- Design --- Graphic communication --- Imaginal communication --- Pictorial communication --- Communication --- Design. --- Visual communication. --- Communication & Mass Media --- Creation (Literary, artistic, etc.) --- Industries --- art --- graphic design --- visual communication --- game design --- animation
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