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Works of game : on the aesthetics of games and art
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ISBN: 9780262029070 0262029073 Year: 2015 Publisher: Cambridge, Massachusetts : The MIT Press,

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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.


Book
Making democracy fun : how game design can empower citizens and transform politics
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ISBN: 9780262026871 0262026872 Year: 2014 Publisher: Cambridge, Massachusetts MIT Pres


Book
Avant-garde videogames : playing with technoculture
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ISBN: 9780262027144 0262027143 Year: 2014 Publisher: Cambridge, Massachusetts : The MIT Press,

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An exploration of avant-garde games that builds upon the formal and political modes of contemporary and historical art movements.


Book
Games user research
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ISBN: 9780198794844 0198794843 Year: 2018 Publisher: Oxford Oxford University Press

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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.


Book
Co-creating Videogames
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ISBN: 184966496X 1849666644 1849666652 1472544358 1474268420 9781472544353 Year: 2014 Publisher: London : Bloomsbury,

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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.

Joe Grand's "best of" hardware, wireless & game console hacking
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ISBN: 1281985325 9786611985325 0080509665 1597491136 9781597491136 9780080509662 9781281985323 Year: 2006 Publisher: Rockland, Mass. Syngress Pub.

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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


Book
Learn 2D Game Development with C# : For iOS, Android, Windows Phone, Playstation Mobile and More
Authors: --- --- ---
ISBN: 143026604X 1430266058 Year: 2013 Publisher: Berkeley, CA : Apress : Imprint: Apress,

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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.


Book
Le jeu à son ère numérique : comprendre et analyser les jeux vidéo
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ISBN: 9782296086425 229608642X Year: 2009 Publisher: Paris : Harmattan,

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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."


Book
Approaches to videogame discourse : lexis, interaction, textuality
Authors: ---
ISBN: 1501338455 9781501338458 9781501375446 9781501338472 9781501338465 1501338471 1501338463 150133848X Year: 2019 Publisher: New York, NY : Bloomsbury Academic,

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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.


Book
Transgression in games and play
Authors: ---
ISBN: 9780262038652 0262348705 9780262348706 026203865X 0262348713 Year: 2018 Publisher: Cambridge, MA : The MIT Press,

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"Transgression in Games and Play is a collection of original research that explores what transgression means in the context of videogames and play, how boundaries are being crossed by game content as well as by player actions, and how players respond to different kinds of infringements. It explores questions such as: How are controversial game content experienced during the course of gameplay? Why would players intentionally put themselves or others under distress when playing games, and how does such content affect the playful attitude? Are there any ethical or aesthetical limits for what type of contents that can be presented in games? If so, are these limits different from other media? What are the means and motivation for designers to create transgressive game content"--

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