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Playful identities : the ludification of digital media cultures
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ISBN: 9789089646392 9089646396 9789048523030 9048523036 Year: 2015 Volume: *1 Publisher: Amsterdam Amsterdam University Press

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In Playful Identities, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.


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How to Play Video Games
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ISBN: 1479830402 Year: 2019 Publisher: New York, NY : New York University Press,

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Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building?From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Keywords

Video games --- Popular culture. --- Social aspects. --- Design. --- Moral and ethical aspects. --- Age of Empires. --- Authorship. --- Avatar. --- BioShock Infinite. --- Bioshock. --- Borderlands. --- Capitalism. --- Casual game. --- Civilization. --- Clash Royale. --- Colonialism. --- Conquest. --- Cookie Clicker. --- Donkey Kong. --- Don’t Starve. --- Empathy. --- Environmental storytelling. --- Ethics. --- FIFA. --- Fatherhood. --- Feminism. --- Feminist game studies. --- First-person shooter. --- Free-to-play. --- Game Dev Tycoon. --- Game criticism. --- Game design. --- Game developers. --- Game industry. --- Game studies. --- Gameplay. --- Gaming capital. --- Gender. --- Grand Theft Auto. --- Heterosexual masculinity. --- Hideo Kojima. --- Immersion. --- Imperialism. --- Independent games. --- Indies. --- Interactivity. --- Inventory. --- Jonathan Blow. --- Ken Levine. --- Kim Kardashian: Hollywood. --- LGBTQ. --- Labor. --- Legend of Zelda. --- Leisure Suit Larry. --- Lucas Pope. --- Magic circle. --- Masculinity. --- Media studies. --- Metal Gear. --- Mobile game. --- Monetization. --- Morality. --- NBA 2K16. --- Narrative. --- Naughty Dog games. --- Nintendo. --- PaRappa the Rapper. --- Papers, Please. --- Planescape Torment. --- Player character. --- Point-and-click adventure. --- Post-apocalyptic. --- Postcolonial. --- Puzzle games. --- QGCon. --- Queer gaming. --- Queerness and Games Conference. --- RPG. --- Race. --- Real-time strategy. --- Realism. --- Role-playing game. --- Shigeru Miyamoto. --- Sid Meier. --- Sierra Online. --- Simulation. --- Sniper Elite III. --- Sound. --- Spike Lee. --- Sports video games. --- Strategy. --- Super Mario Bros. --- Temporality. --- Tetris. --- The Last of Us. --- The Legend of Zelda: Ocarina of Time. --- User-created content. --- User-generated content. --- World-building.

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