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Video games--Design. --- Young adult literature. --- Computer programming.
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"Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. 'Game Art,' which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. 'Artgames,' created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, 'Artists' Games'--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities."--Publisher description.
Video games --- Aesthetics --- Design --- Aesthetics. --- Design. --- 527 --- games --- gamedesign --- informatica - specifieke toepassingen --- Jeu vidéo --- Video games - Design
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Video games --- Democracy --- Political aspects --- Design --- Self-government --- Political science --- Equality --- Representative government and representation --- Republics --- Television games --- Videogames --- Electronic games --- Political aspects. --- Design. --- Video games - Political aspects --- Video games - Design --- Democracy - Computer games --- Computer games --- Internet games --- Games
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An exploration of avant-garde games that builds upon the formal and political modes of contemporary and historical art movements.
Video games --- New media art. --- Design. --- Social aspects. --- Jeu vidéo --- New media art --- Jeu --- Art vidéo --- Informatique appliquée --- Informatique graphique --- Design --- Social aspects --- Video games - Design --- Video games - Social aspects
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"games user research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field."--Back cover.
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"Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development process. Drawing on a decade of research within the industry, the book gives us valuable insight into the continually changing and growing world of video games."--Bloomsbury Publishing.
Video games -- Design. --- Video games -- Psychological aspects. --- Video games. --- Social Sciences --- Engineering & Applied Sciences --- Computer Science --- Recreation & Sports --- Video games --- Computer programming. --- Artistic collaboration. --- Design. --- Collaboration, Artistic --- Computers --- Electronic computer programming --- Electronic data processing --- Electronic digital computers --- Programming (Electronic computers) --- Programming --- Creation (Literary, artistic, etc.) --- Group work in art --- Coding theory --- Authorship. --- Computer games --- Design --- Media studies --- Graphical and digital media applications
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The book introduces the principles of hardware design and describes the tools and techniques required to begin hacking. The DVD contains hack instructions for over 20 game consoles and hardware devices from Nintendo, Apple, Sony, Microsoft, Palm and more.The presentation of these 20 projects on DVD media provides users with benefits and options not available on the printed page. All images are hi-res color that can be enlarged or printed, the text is easily searched, and the user can copy the contents to their hard disk and add comments directly into the PDF files. The DVD media also l
Computer games -- Programming. --- Computer hackers. --- Video games -- Design. --- Wireless communication systems. --- Computer Science --- Engineering & Applied Sciences --- Computer security. --- Computers --- Access control. --- Computer privacy --- Computer system security --- Computer systems --- Cyber security --- Cybersecurity --- Electronic digital computers --- Security of computer systems --- Security measures --- Protection of computer systems --- Protection --- Computer security --- Data protection --- Security systems --- Hacking
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2D games are hugely popular across a wide range of platforms and the ideal place to start if you’re new to game development. With Learn 2D Game Development with C#, you'll learn your way around the universal building blocks of game development, and how to put them together to create a real working game. C# is increasingly becoming the language of choice for new game developers. Productive and easier to learn than C++, C# lets you get your games working quickly and safely without worrying about tricky low-level details like memory management. This book uses MonoGame, an open source framework that's powerful, free to use and easy to handle, to further reduce low-level details, meaning you can concentrate on the most interesting and universal aspects of a game development: frame, camera, objects and particles, sprites, and the logic and simple physics that determines how they interact. In each chapter, you'll explore one of these key elements of game development in the context of a working game, learn how to implement the example for yourself, and integrate it into your own game library. At the end of the book, you’ll put everything you’ve learned together to build your first full working game! And what’s more, MonoGame is designed for maximum cross-platform support, so once you’ve mastered the fundamentals in this book, you’ll be ready to explore and publish games on a wide range of platforms including Windows 8, MAC OSX, Windows Phone, iOS, Android, and Playstation Mobile. Whether you're starting a new hobby or considering a career in game development, Learn 2D Game Development with C# is the ideal place to start.
Computer games -- Programming. --- Computer games. --- Computer science. --- Video games -- Design. --- Computer games --- C# (Computer program language) --- Engineering & Applied Sciences --- Computer Science --- Programming --- Development --- Programming. --- Development. --- Computer game programming --- Game programming (Computer games) --- Computer Science. --- Computer Science, general. --- Informatics --- Science --- Application software --- Electronic games --- Computer programming --- Computer games—Programming. --- Software engineering. --- Game Development. --- Software Engineering/Programming and Operating Systems. --- Computer software engineering --- Engineering
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"Au sein des médias numériques qui investissent notre quotidien, le jeu vidéo est devenu un acteur incontournable. Il change nos relations aux technologies, modifie les modes de fonctionnement de l'industrie du divertissement, pose avec force la question du rôle culturel du jeu dans nos sociétés contemporaines et ouvre de nouveaux horizons à l'expression artistique. Afin de comprendre le phénomène, il faut donc aujourd'hui disposer d'une vision d'ensemble du sujet et de méthodes d'analyse susceptibles d'accompagner chercheurs, utilisateurs, critiques et concepteurs dans l'exploration du domaine sous ses multiples dimensions. Cet ouvrage entend répondre à cette nécessité. Pour ce faire, il place au centre des interrogations ce qui fait l'essence du domaine : sa vocation ludique. Pourquoi ces jeux suscitent-ils une adhésion si importante à travers l'ensemble des pays industrialisés ? Quelles sont les stratégies employées par les entreprises pour toucher leurs publics ? De quelles façons les jeux vidéo véhiculent-ils des émotions et des visions du monde particulières ? Quels rôles faut-il conférer à l'utilisateur dans l'appropriation ludique du domaine ? A travers une réflexion inédite et stimulante, émaillée systématiquement d'exemples concrets, "Le jeu à son ère numérique" pose les jalons nécessaires à l'émergence d'un nouveau champ d'étude, situé au croisement de la technologie, de l'économie et de la culture."
Video games --- Video gamers --- Video games industry --- Social aspects --- Evaluation --- Psychological aspects --- Psychology --- Technological innovations --- Design and construction --- History --- Evaluation. --- History. --- Design --- Video games - Social aspects - Evaluation --- Video games - Psychological aspects - Evaluation --- Video gamers - Psychology - Evaluation --- Video games industry - Technological innovations - Evaluation --- Video games - Design and construction - History
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"The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games. In the first section, "Lexicology, Localisation and Variation," chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. "Player Interactions" moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, "Beyond the 'Text'," scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies. With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement."--Bloomsbury Publishing.
Video games --- Social aspects --- Design --- Terminology --- Television games --- Videogames --- Electronic games --- #KVHA:Taalkunde --- #KVHA:Tekstanalyse; videospellen --- Lexicology. Semantics --- Pragmatics --- Sociolinguistics --- Mathematical linguistics --- Video games - Social aspects --- Video games - Design --- Video games - Terminology --- Design. --- Social aspects. --- Terminology. --- Computer games --- Internet games --- Games
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