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Tempest : geometries of play
Authors: ---
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.


Book
Gaming matters
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ISBN: 0817385592 9780817385590 9780817317379 0817317376 Year: 2011 Publisher: Tuscaloosa

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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


Book
The computer culture reader
Authors: --- ---
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
Authors: --- ---
ISBN: 3031415043 Year: 2024 Publisher: Cham : Springer International Publishing : Imprint: Palgrave Macmillan,

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The recent and dramatic development of China’s economy and international political muscle is especially pronounced in the country’s video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Chinese Video Game Industry is to help introduce and investigate this industrial and cultural powerhouse. The book’s contributors array the industry across its history, economics, organization, politics, and cultures, documenting its rise, exploring its operational, cultural,and aesthetic characteristics, and capturing its context vis-à-vis the global media landscape. In so doing, the contributors provide a robust resource for anyone interested in studying, building, or even simply appreciating games. Feng Chen is Student Affairs Counselor in the International Cooperation & Student Affairs Office at Shenzhen Technology University. He holds a PhD in East Asian Studies from the University of Arizona. Ken S. McAllister is the Associate Dean of Research & Program Innovation in the College of Humanities at the University of Arizona, where he is also a Professor in the Department of Public & Applied Humanities. Judd Ethan Ruggill is Professor and Head of the Department of Public & Applied Humanities at the University of Arizona. He and Ken McAllister co-direct the Learning Games Initiative (lgira.mesmernet.org), a transdisciplinary, inter-institutional research group they co-founded in 1999 to study, teach with, build, and archive games.


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

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Digital
The Chinese Video Game Industry
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ISBN: 9783031415043 9783031415036 9783031415050 9783031415067 Year: 2024 Publisher: Cham Springer International Publishing, Imprint: Palgrave Macmillan

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

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