Traveling through Video Games

Traveling through Video Games
Author: Tom van Nuenen
Publisher: Taylor & Francis
Total Pages: 98
Release: 2023-10-25
Genre: Social Science
ISBN: 1003827179

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This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification. Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptive—but through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it. This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities.

Traveling Through Video Games

Traveling Through Video Games
Author: Tom Van Nuenen
Publisher:
Total Pages: 0
Release: 2023-11
Genre: Tourism
ISBN: 9781032519500

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"This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification. Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic forms of gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptive-but through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it. This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities"--

This Gaming Life

This Gaming Life
Author: Jim Rossignol
Publisher: University of Michigan Press
Total Pages: 224
Release: 2009-08-04
Genre: Games & Activities
ISBN: 0472033972

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DIVA look at what it's like to play video games, their cultures in three different international cities, and their significance in everyday life/div

Playing Nature

Playing Nature
Author: Alenda Y. Chang
Publisher: U of Minnesota Press
Total Pages: 281
Release: 2019-12-31
Genre: Games & Activities
ISBN: 145296226X

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A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.

Unplugged

Unplugged
Author: Ryan G. Van Cleave
Publisher: Simon and Schuster
Total Pages: 303
Release: 2010-04-23
Genre: Biography & Autobiography
ISBN: 0757393640

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WARNING: This video game may impair your judgment. It may cause sleep deprivation, alienation of friends and family, weight loss or gain, neglect of one's basic needs as well as the needs of loved ones and/or dependents, and decreased performance on the job. The distinction between fantasy and reality may become blurred. Play at your own risk. Not responsible for suicide attempts, whether failed or successful. No such warning was included on the latest and greatest release from the Warcraft series of massive multiplayer on-line role-playing games (MMORPGs)—World of Warcraft (WoW). So when Ryan Van Cleave—a college professor, husband, father, and one of the 11.5 million Warcraft subscribers worldwide—found himself teetering on the edge of the Arlington Memorial Bridge, he had no one to blame but himself. He had neglected his wife and children and had jeopardized his livelihood, all for the rush of living a life of high adventure in a virtual world. Ultimately, Ryan decided to live, but not for the sake of his family or for a newly found love of life: he had to get back home for his evening session of Warcraft. A fabulously written and gripping tale, Unplugged takes us on a journey through Ryan's semi-reclusive life with video games at the center of his experiences. Even when he was sexually molested by a young school teacher at age eleven, it was the promise of a new video game that lured him to her house. As Ryan's life progresses, we witness the evolution of videogames—from simple two-button consoles to today's complicated multi-key technology, brilliantly designed to keep the user actively participating. As is the case with most recovering addicts, Ryan eventually hits rock bottom and shares with the reader his ongoing battle to control his impulses to play, providing prescriptive advice and resources for those caught in the grip of this very real addiction.

Traveling Music Videos

Traveling Music Videos
Author: TomᚠJirsa
Publisher: Bloomsbury Publishing USA
Total Pages: 289
Release: 2023-10-05
Genre: Art
ISBN: 1501398016

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Traveling Music Videos offers a new interdisciplinary perspective on how contemporary music videos travel across, shape, and transform various media, online platforms, art institutions, and cultural industries worldwide. With the onset of digital technologies and the proliferation of global video-sharing websites at the beginning of the 21st century, music video migrated from TV screens to turn instead to the internet, galleries, concert stages, and social media. As a result, its aesthetics, technological groundings, and politics have been radically transformed. From the kinaesthetic experience of TikTok to the recent reimaginations of maps and navigation tools through music video cartographies, from the ecofeminist voices mediated by live-stream concerts to the transmedia logic of video games and VR, from the videos' role in contemporary art galleries to their political interventions -the chapters map the ways music video is continually reconfiguring itself. The volume tracks music video's audiovisual itineraries across different geographies, maps its transmedia routes, and tackles the cultural impact that it has on our current media ecosystem.

How to Talk about Videogames

How to Talk about Videogames
Author: Ian Bogost
Publisher: U of Minnesota Press
Total Pages: 219
Release: 2015-11-15
Genre: Social Science
ISBN: 1452949875

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Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date. Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, 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. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t. Noting that the term games 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 games critics, gnawing on scraps like the zombies that fester in our objects of study.”

Video Games as Art

Video Games as Art
Author: Frank G. Bosman
Publisher: Walter de Gruyter GmbH & Co KG
Total Pages: 125
Release: 2022-11-07
Genre: History
ISBN: 311073110X

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Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.

Digital Gaming Re-imagines the Middle Ages

Digital Gaming Re-imagines the Middle Ages
Author: Daniel T. Kline
Publisher: Routledge
Total Pages: 313
Release: 2013-09-11
Genre: Games & Activities
ISBN: 1136221832

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Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary concerns and conflicts, in all their complexity. Rather than a distinct time in the past, the Middle Ages form a space in which theory and narrative, gaming and textuality, identity and society are remediated and reimagined. Together, the essays demonstrate that while having its roots firmly in narrative traditions, neomedieval gaming—where neomedievalism no longer negotiates with any reality beyond itself and other medievalisms—creates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the Middle Ages demonstrates that the medieval is more than just a stockpile of historically static facts but is a living, subversive presence in contemporary culture.

Handbook of Research on Resident and Tourist Perspectives on Travel Destinations

Handbook of Research on Resident and Tourist Perspectives on Travel Destinations
Author: Pinto, Patrícia
Publisher: IGI Global
Total Pages: 529
Release: 2020-06-19
Genre: Business & Economics
ISBN: 1799831574

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Tourism is an economic and social phenomenon that is centered on a tourist’s experience and is dependent on the experiences that are co-created and provided to tourists. Tourism destination managers must understand what tourists perceive as engaging, intense, and memorable in order to remain successful. However, care must also be given to the residents’ perception of local tourism development and how it impacts their community. This is a fundamental aspect for tourism development since host communities that support tourism development tend to be more hospitable with tourists, which influences their satisfaction and loyalty. Moreover, the interaction with residents of host communities is a crucial component of the quality of the tourist experience, contributing to the long-term success and sustainability of destinations. The The Handbook of Research on Resident and Tourist Perspectives on Travel Destinations is a collection of innovative research that examines travel destinations from the resident and tourist perspectives in order to better support and inform the tourism development process and to make the destinations attractive to visitors while at the same time contributing to resident quality of life and happiness. While highlighting topics including sustainable development, hotel management, and customer satisfaction, this book is ideally designed for government officials, tour developers, travel agencies, brand managers, advertising agencies, restaurateurs, public administrators, hotel managers, tourist industry professionals, academicians, researchers, and students.