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2021 IEEE Conference on Games (CoG)
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ISBN: 166543886X 1665446080 9781665438865 Year: 2021 Publisher: Piscataway, New Jersey : IEEE,

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Video games --- Video games.


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The Routledge companion to video game studies
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ISBN: 1003214975 1003214975 1000885984 1032081236 1000886026 1032103647 9781003214977 9781000886023 9781000885989 9781032081236 9781032103648 Year: 2023 Publisher: New York, N.Y. Routledge

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"A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are essays examining topics such as preservation, augmented, mixed and virtual reality, eSports, disability, diversity, and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike"--


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2019 International Serious Games Symposium (ISGS)
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ISBN: 1728167663 1728167671 Year: 2019 Publisher: Piscataway, New Jersey : IEEE,

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Video games


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The psychology of video games
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ISBN: 9781003045670 9780367493134 1003045677 0367493136 0367493128 9780367493127 Year: 2021 Publisher: London New York, NY : Routledge, Taylor & Francis Group,

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What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

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Video games.


Book
Dyskursy gier wideo
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ISBN: 839429233X Year: 2019 Publisher: [Place of publication not identified] : Ośrodek Badawczy Facta Ficta,

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Niniejsza książka ma formułować propozycję metodologicznego otwarcia groznawstwa,silnie akcentując rolę dyskursu i narracji już w dwóch tekstach otwierających:"Dyskursywne gry i dyskursy gier" Geralda Voorheesa oraz "Poza mitem i metaforą.Przypadek narracji w mediach cyfrowych" Marie-Laure Ryan. Podkreślenie roli narracjii dyskursu umożliwiło również umocowanie pozostałych rozdziałów książki w dwuwzajemnie się dopełniających paradygmatach: teorii i filozofii (w części zatytułowanej"Teorie") oraz praktyce hermeneutycznej (w części zatytułowanej "Praktyki"), dostarczającychwspólnie narzędzi do krytycznej wiwisekcji uobecniających się w grachpostaw dyskursywnych oraz narracji o świecie, kulturze, religii, filozofii, teologii, ekonomii,płciowości, rasie czy polityce. (...) Problem dyskursów gier wideo oraz dyskursóww grach wideo ujawnia zatem nie tyle bałagan, co niesłychaną produktywność ujęćbadawczych, nieograniczonych sztywnymi normami pojęć, kategorii czy narzędzi teoretycznych,które równolegle odnajdują w grach wydarzenia, znaczenia, języki, komunikaty,idee, ideologie, hierarchie i struktury władzy oraz wykluczenia. Sploty problemowew grach jako formach komunikacji, tekstach czy obiektach kulturowych skłoniłynas do zastosowania formuły liczby mnogiej w określeniu "dyskursy gier wideo" -tak, by unaocznić zarówno potrzebę pluralizacji perspektyw badawczych, jak i odpowiadającejjej różnorodności uobecniających się w grach narracji o świecie, zarównotym nas otaczającym, jak i tym przez gry wytwarzanym.

Keywords

Video games.


Book
Les jeux vidéo, ça rend pas idiot !
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ISBN: 2916571868 9782916571867 Year: 2012 Publisher: [Limoges]: FYP éditions,

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Plus de 40 % de la population joue aux jeux vidéo. Les femmes représentent 52 % des joueurs. 63 % des Français de plus de 10 ans ont joué aux jeux vidéo. L'âge moyen des joueurs, aujourd'hui de 35 ans, est en constante augmentation. C'est le divertissement préféré des Français et la première industrie culturelle dans le monde. En une poignée d'années, les jeux vidéo se sont positionnés comme une locomotive de l'économie numérique. Ce succès tient à des logiques de marché que les éditeurs de jeux savent habilement exploiter. Mais cette explication ne suffit pas ! Les jeux vidéo ont pu prendre cette place grâce à leurs qualités propres. Ils sont devenus un média incontournable parce qu'ils sont des objets de plaisir pur. Ils sont des manières de se mettre en lien avec soi-même et avec les autres. Mais ils sont aussi plus que cela : ils sont une manière d'apprivoiser le futur.

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Video games


Book
Philosophie des jeux vidéo
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ISBN: 9782707197672 270719767X Year: 2017 Publisher: Paris: La Découverte,

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La salle d'arcade des années 1970, ce qui s'est à chaque fois inventé, au fil de l'histoire des jeux vidéo, ce sont de nouvelles liaisons à la machine, de nouveaux régimes d'expérience, de nouvelles manières de jouir de l'écran. On aurait tort de négliger ce petit objet. Sous des dehors de gadget, il concentre en fait les logiques les plus puissantes du capitalisme informationnel. Et cela parce qu'il tient ensemble, comme aucune autre forme culturelle ne sait le faire, désir, marchandise et information. A l'âge de la "gamification généralisée", où le management rêve d'un "engagement total" mesuré par une batterie d'indicateurs, les jeux vidéo fournissent aussi un nouveau modèle pour l'organisation du travail, où l'aliénation s'évanouirait enfin dans le fun.

Keywords

Video games


Book
How to talk about videogames
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ISBN: 0816699127 0816699119 9780816699124 9780816699117 Year: 2015 Publisher: Minneapolis (Minn.): University of Minnesota press,

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Delving into popular, familiar games like Flappy Birds, Mirror's Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Ian Bogost posits that videogames are as much like appliances as they are like art and media. We don't watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. Nothing that the term game criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the "rivers and fields" that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: "God save us from a future of game critics, gnawing on scraps like the zombies that fester in our objects of study."

Keywords

Video games


Book
A history of video games in 64 objects
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ISBN: 0062838695 9780062838698 Year: 2018 Publisher: New York (N.Y.): Dey Street Books,

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This history of video games takes readers from 1947's "Humpty Dumpty" which revolutionized pinball, to 2016's indie game That dragon, Cancer which took players into a hospital room, attempting to help the developer calm his son's suffering from the effects of terminal cancer. Along the way readers will discover a new perspective on the games that shaped the field's development and ultimated changed how we play. "Drawing on the World Video Game Hall of Fame's unmatched collection of video game artifacts, this fascinating history offers an expansive look at the development of one of the most popular and influential activities of the modern world: video gaming."--Amazon.

Keywords

Video games


Book
Storia del videogioco : dagli anni Cinquanta a oggi
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ISBN: 9788843074167 8843074164 Year: 2014 Publisher: Roma: Carocci,

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Video games

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