Listing 1 - 10 of 72 | << page >> |
Sort by
|
Choose an application
Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep understanding of functional and communicational mechanisms of games that support the player's immersion in virtual worlds. Unfortunately, the discussion and the academic research about usage and effects of computer games mostly takes place isolated within different scientific contexts with various theoretical and methodological approaches. Therefore, thi
Internet games --- Design --- Social aspects --- Internet games. --- Design. --- Social aspects. --- Internet games -- Design. --- Internet games -- Social aspects. --- Social Sciences --- Recreation & Sports --- Internet games - Design --- Internet games - Social aspects
Choose an application
"Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda shows that games need not be synonymous with gamification and reveals the ways in which experimental games can disrupt the logic of gamification itself. Games can, indeed, help us think beyond existing systems and intervene in neoliberal ideology from the inside out. Addressing game designers and new media artists as well as the growing field of game studies, Jagoda takes up a broad variety of games, including mainstream "AAA" games such "StarCraft,"widespread casual mobile games such as "Candy Crush Saga,"popular independent games such as "Stardew Valley,"formally experimental games such as "Luxuria Superbia,"and more personal auteur games such as "Dys4ia."He ranges over many genres including single-player, multi-player, and networked real-time strategy, platformers, simulators, first-person shooters, role-playing games, and puzzle games. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment"--
Computer games --- Video games --- Computer games - Social aspects --- Video games - Social aspects --- Gamification --- Digital computer simulation --- Computer games. --- Digital computer simulation. --- Gamification. --- Video games. --- Social aspects.
Choose an application
Video games --- Social aspects. --- Social aspects --- Video games - Social aspects --- Jeux vidéo --- Aspect social --- Pratique
Choose an application
Ever get the feeling that life's a game with changing rules and no clear sides? Welcome to gamespace, the world in which we live. Where others argue obsessively over violence in games, Wark contends that digital computer games are our society's emergent cultural form, a utopian version of the world as it is. Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the imperfect gamespace of everyday life in the rat race of free-market society.
Computer games --- Social aspects --- Social aspects. --- Computer games - Social aspects --- Video games
Choose an application
Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.
Video games -- Social aspects. --- Video games --- Social Sciences --- Recreation & Sports --- Social aspects --- Video games industry --- Social aspects. --- Video game industry --- Electronic games industry --- Video games - Social aspects --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry
Choose an application
"À la maison ou dans les transports, au bureau ou aux toilettes, les jeux vidéo sont partout. La banalisation de ce loisir électronique dans toutes les tranches d’âge et toutes les catégories de la société s’est accompagnée d’une diversification des publics mais aussi des manières de jouer. Loin de l’image caricaturale du mâle adolescent jouant des heures durant à des jeux de tir, désormais les jeux vidéo sont pour beaucoup une activité ordinaire qui trouve place dans les interstices, les temps libres des routines journalières ou hebdomadaires. Ils sont imbriqués dans les modes de vie et contribuent aux modes d’habiter. Fruit d’un travail de recherche collectif, ce livre analyse la place de ces pratiques vidéoludiques au quotidien. Comment joue-t-on aux jeux vidéo aujourd’hui? Qui joue, où, et avec qui ? Quelles sont les diverses pratiques, de sociabilité, d’échanges mais aussi de mobilités et de marquage de l’espace, qui se développent autour de ce loisir électronique ? Quelles sont les émotions, les expériences, les affects, que les jeux vidéo rendent possible ? Cette exploration inédite du domaine des jeux vidéo étudie la diversité de leurs publics, les pratiques que ces derniers développent, et les expériences qui s’y éprouvent."
Video games - Social aspects --- Computer games - Social aspects --- Video gamers. --- Computer games --- Social aspects --- Sociology --- jeu vidéo --- pratique ludique --- game studies --- play studies --- quotidien --- numérique --- habiter --- Video games --- Social aspects.
Choose an application
Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like 'World of Warcraft 'and 'Second Life'), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around 'fun'. Given the choice between a fantasy world and the real world, how many of us would choose reality? 'Exodus to the Virtual World' explains the growing migration into virtual reality, and how it will change the way we live--both in fantasy worlds and in the real one.
Civilization, Modern --- Fantasy games --- Internet games --- Virtual reality --- Forecasting --- Social aspects. --- Internet games - Social aspects --- Virtual reality - Social aspects --- Fantasy games - Social aspects --- Civilization, Modern - 21st century - Forecasting --- Video games --- Social aspects
Choose an application
Video games --- Social aspects. --- Psychological aspects --- Jeux vidéo --- Aspect social. --- Aspect psychologique. --- Video games - Social aspects. --- Video games - Psychological aspects
Choose an application
"From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is--to borrow a phrase from Slavoj Zizek--the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace a powerful arena for constructing our desires or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality"--
Video games --- Virtual reality --- Dream interpretation --- Social aspects --- Dream interpretation. --- Social aspects. --- Video games - Social aspects --- Virtual reality - Social aspects
Choose an application
Video games - Social aspects --- Video gamers - Psychology --- Popular culture --- Sociology of culture --- Mass communications --- Computer. Automation --- Video games --- Video gamers
Listing 1 - 10 of 72 | << page >> |
Sort by
|