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"In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the "Japaneseness" of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness--cultural motifs or technical markers. Games were "localized," subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market."--Booki jacket.
Video games --- Video games industry --- Social aspects --- Video game industry --- Television games --- Videogames --- Electronic games industry --- Electronic games --- GAME STUDIES/Game History --- CULTURAL STUDIES/Global Studies --- BUSINESS/Business Technology --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Internet games --- Games
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"In Cheating, Mia Consalvo investigates how players choose to play games and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups); examines the varying ways that players and industry define cheating; describes how the game industry itself has helped systematize cheating; and studies online cheating in context in an online ethnography of Final Fantasy XI."--Jacket.
Cheating at video games. --- Video games industry --- Video games --- Corrupt practices. --- Moral and ethical aspects. --- Television games --- Videogames --- Video game industry --- Cheating in video games --- Electronic games --- Electronic games industry --- GAME STUDIES/General --- GAME STUDIES/Online Games --- SOCIAL SCIENCES/Media Studies --- Cheating at video games --- #SBIB:309H1015 --- #SBIB:309H17 --- Corrupt practices --- Moral and ethical aspects --- Media: politieke, juridische, ethische, ideologische aspecten (incl. privacy) --- Computer- en videogames --- Computer games --- Internet games --- Games --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Fraudes aux examens. --- Jeux vidéo --- Pratiques déloyales. --- Aspect moral.
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Computer architecture. Operating systems --- Mass communications --- Internet --- Social aspects --- Social aspects. --- #SBIB:309H103 --- #SBIB:309H1713 --- 303.4834 --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten --- Mediatechnologie: nieuwe toepassingen (abonnee-televisie, electronic mail, desk top publishing, virtuele realiteit...) --- Aspect social --- Internet - Social aspects
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Sociology of the family. Sociology of sexuality --- Computer architecture. Operating systems --- #SBIB:316.346H29 --- #SBIB:309H103 --- #SBIB:309H401 --- #SBIB:032.AANKOOP --- Positie van de vrouw in de samenleving: andere topics --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten --- Publieksgroepen in de verschillende media (pers, omroep, film, boekenindustrie, ...): gebruikersgroepen, gebruikersonderzoek --- Internet and women. --- Internet --- Women --- Social aspects. --- Identity. --- Internet and women --- Female identity --- Feminine identity --- Women and the Internet --- Social aspects --- Identity --- Identity (Psychology)
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Internet --- Social aspects --- Internet. --- Social aspects. --- Internet - Social aspects
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Real Games is an exploration of how the discourses surrounding videogames shapes what games get made and played as well as who is invited to play them. By making appeals to 'real games,' players and developers center certain kinds of experiences and marginalize others. The authors argue that this process emerges dynamically out of discussions about videogames and has changed over time to center on a handful of key elements, namely a game's developer, it's payment model, and elements of the game itself including its length and perceived difficulty (among others). Dozens of games are referenced in this book, many of which are not widely studied. That gives the manuscript an ability to connect with more potential readers and the ability to speak more broadly about the state of videogames than efforts that are focused on an individual genre or game.
Video games --- Video games industry --- History. --- Design. --- Social aspects.
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"Real Games is an exploration of how the discourses surrounding videogames shapes what games get made and played as well as who is invited to play them. By making appeals to 'real games,' players and developers center certain kinds of experiences and marginalize others. The authors argue that this process emerges dynamically out of discussions about videogames and has changed over time to center on a handful of key elements, namely a game's developer, it's payment model, and elements of the game itself including its length and perceived difficulty (among others). Dozens of games are referenced in this book, many of which are not widely studied. That gives the manuscript an ability to connect with more potential readers and the ability to speak more broadly about the state of videogames than efforts that are focused on an individual genre or game"--
Video games --- Video games industry --- History. --- Design. --- Social aspects.
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