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Game work : language, power, and computer game culture
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ISBN: 0817351256 0817381422 9780817381424 0817314180 9780817314187 9780817351250 Year: 2004 Publisher: Tuscaloosa, Ala. : University of Alabama Press,

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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.


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Tempest : geometries of play
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ISBN: 0472900102 9780472900107 9780472121144 0472121146 0472072692 0472052691 Year: 2015 Publisher: Ann Arbor : University of Michigan Press,

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Atari's 1981 arcade hit Tempest was a “tube shooter” built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game's initial play difficulty (a system Atari dubbed “SkillStep”), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyse Tempest's landmark qualities, exploring the game's aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game's latent and manifest audio-visual iconography and the ideological meanings this iconography evokes.


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Gaming matters : art, science, magic, and the computer game medium
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ISBN: 0817385592 9780817385590 9780817317379 0817317376 Year: 2011 Publisher: Tuscaloosa : University of Alabama Press,

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In his 2004 book Game Work, Ken S. McAllister proposed a rigorous critical methodology for the discussion of the "video game complex"-the games themselves, their players, the industry that produces them, and those who review and market them. Games, McAllister demonstrated, are viewed and discussed very differently by different factions: as an economic force, as narrative texts, as a facet of popular culture, as a psychological playground, as an ethical and moral force, even as a tool for military training. In Gaming Matters, McAllister and


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The computer culture reader
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ISBN: 9781443806664 1443806668 9781847185563 1847185568 Year: 2009 Publisher: Newcastle : Cambridge Scholars,

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Keywords

Computers --- Social aspects.


Book
The Chinese Video Game Industry
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ISBN: 3031415043 Year: 2024 Publisher: Cham, Switzerland : Palgrave Macmillan,

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Inside the video game industry : game developers talk about the business of play
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ISBN: 9780415828277 9780415828284 Year: 2017 Publisher: New York : Routledge, Taylor & Francis Group,

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The Chinese Video Game Industry
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ISBN: 9783031415043 Year: 2024 Publisher: Cham Springer International Publishing :Imprint: Palgrave Macmillan

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