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Playing with virtuality : theories and methods of computer game studies
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ISSN: 21955514 ISBN: 9783631640609 3631640609 1299992056 Year: 2013 Volume: 5 Publisher: Frankfurt am Main: Peter Lang,

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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


Book
Experimental games : critique, play, and design in the age of gamification
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ISBN: 022662997X 9780226629971 022663003X 022662983X 9780226629834 Year: 2020 Publisher: Chicago (Ill.): University of Chicago press,

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"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"--


Book
Les jeux vidéo : pratiques, contenus et enjeux sociaux
Authors: --- --- ---
ISSN: 12697516 ISBN: 9782747598897 2747598896 Year: 2005 Publisher: Paris: L'Harmattan,

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Gamer theory
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ISBN: 9780674025196 0674025199 0674044835 0674735269 Year: 2007 Publisher: Cambridge (Mass.): Harvard university press,

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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.


Book
Utopic dreams and apocalyptic fantasies : critical approaches to researching video game play
Authors: --- ---
ISBN: 0739147005 9786612921872 0739147021 1282921878 9780739147009 9780739147023 9780739147023 9781282921870 6612921870 Year: 2010 Publisher: Lanham (Md.): Lexington books,

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Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.


Book
La fin du game ? : Les jeux vidéo au quotidien
Authors: --- ---
ISBN: 2869068700 2869067720 9782869067721 Year: 2021 Publisher: Tours: Presses universitaires François-Rabelais,

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"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."

Exodus to the virtual world : how online fun is changing reality
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ISBN: 1403984123 9781403984128 Year: 2007 Publisher: New York: Palgrave MacMillan,

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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.


Book
Jeux vidéo et médias du XXIe siècle : quels modèles pour les nouveaux loisirs numériques ?
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ISBN: 2711748448 9782711748440 Year: 2004 Publisher: Paris: Vuibert,

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The PlayStation dreamworld
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ISBN: 9781509518029 9781509518036 1509518037 1509518029 Year: 2018 Publisher: Cambridge: Polity press,

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"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"--


Book
Video games as culture : considering the role and importance of video games in contemporary society
Authors: ---
ISBN: 1138655104 1138655112 1317223934 1317223926 1315622742 9781138655102 9781138655119 9781315622743 Year: 2018 Publisher: London: Routledge,

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