Understanding Counterplay In Video Games
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Author | : Alan F. Meades |
Publisher | : Routledge |
Total Pages | : 205 |
Release | : 2015-06-05 |
Genre | : Computers |
ISBN | : 1317618807 |
Download Understanding Counterplay in Video Games Book in PDF, Epub and Kindle
This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay. Using ethnographic research, Alan Meades not only to gives voice to counterplayers, but reframes counterplay as a complex practice with contradictory motivations that is anything but reducible to simply being hostile to play, players, or commercial videogames. The book offers a grounded and pragmatic exploration of counterplay, framing it as an unavoidable by-product of interaction of mass audiences with compelling and culturally important texts.
Author | : Sascha Pöhlmann |
Publisher | : |
Total Pages | : |
Release | : 2019 |
Genre | : |
ISBN | : |
Download Alan F. Meades: Understanding Counterplay in Video Games Book in PDF, Epub and Kindle
Author | : Tom Apperley |
Publisher | : Lulu.com |
Total Pages | : 169 |
Release | : 2011-06-16 |
Genre | : Computers |
ISBN | : 908160211X |
Download Gaming Rhythms Book in PDF, Epub and Kindle
"Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations." -- Website.
Author | : Martin Lorber |
Publisher | : transcript Verlag |
Total Pages | : 285 |
Release | : 2020-10-31 |
Genre | : Social Science |
ISBN | : 3839454204 |
Download History in Games Book in PDF, Epub and Kindle
Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient Alexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies.
Author | : Torill Elvira Mortensen |
Publisher | : Routledge |
Total Pages | : 280 |
Release | : 2015-06-05 |
Genre | : Social Science |
ISBN | : 131757446X |
Download The Dark Side of Game Play Book in PDF, Epub and Kindle
Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?
Author | : Melanie Swalwell |
Publisher | : Taylor & Francis |
Total Pages | : 253 |
Release | : 2017-03-03 |
Genre | : Games & Activities |
ISBN | : 1317191919 |
Download Fans and Videogames Book in PDF, Epub and Kindle
This anthology addresses videogames long history of fandom, and fans’ important role in game history and preservation. In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. Gamers are active creators in generating meaning; they are creators of media texts they share with other fans (mods, walkthroughs, machinima, etc); and they have played a central role in curating and preserving games through activities such as their collective work on: emulation, creating online archives and the forensic archaeology of code. This volume brings together essays that explore game fandom from diverse perspectives that examine the complex processes at work in the phenomenon of game fandom and its practices. Contributors aim to historicize game fandom, recognize fan contributions to game history, and critically assess the role of fans in ensuring that game culture endures through the development of archives.
Author | : Dietmar Meinel |
Publisher | : Walter de Gruyter GmbH & Co KG |
Total Pages | : 301 |
Release | : 2022-02-21 |
Genre | : History |
ISBN | : 3110675188 |
Download Video Games and Spatiality in American Studies Book in PDF, Epub and Kindle
While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.
Author | : Steven Conway |
Publisher | : Routledge |
Total Pages | : 324 |
Release | : 2015-10-14 |
Genre | : Social Science |
ISBN | : 1317607228 |
Download Video Game Policy Book in PDF, Epub and Kindle
This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (until recently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.
Author | : Rob Gallagher |
Publisher | : Taylor & Francis |
Total Pages | : 223 |
Release | : 2017-07-06 |
Genre | : Games & Activities |
ISBN | : 1315390930 |
Download Videogames, Identity and Digital Subjectivity Book in PDF, Epub and Kindle
Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Contents -- List of Figures -- Acknowledgements -- 1 Digital Subjects: Videogames, Technology and Identity -- 2 Datafied Subjects: Profiling and Personal Data -- 3 Private Subjects: Secrecy, Scandal and Surveillance -- 4 Beastly Subjects: Bodies and Interfaces -- 5 Synthetic Subjects: Horror and Artificial Intelligence -- 6 Mobile Subjects: Framing Selves and Spaces -- 7 Productive Subjects: Time, Value and Gendered Feelings -- Index
Author | : Stephen J. Webley |
Publisher | : Routledge |
Total Pages | : 409 |
Release | : 2019-07-17 |
Genre | : Games & Activities |
ISBN | : 1351716514 |
Download The Playful Undead and Video Games Book in PDF, Epub and Kindle
This book explores the central role of the zombie in contemporary popular culture as they appear in video games. Moving beyond traditional explanations of their enduring appeal – that they embody an aesthetic that combines horror with a mindless target; that lower age ratings for zombie games widen the market; or that Artificial Intelligence routines for zombies are easier to develop – the book provides a multidisciplinary and comprehensive look at this cultural phenomenon. Drawing on detailed case studies from across the genre, contributors from a variety of backgrounds offer insights into how the study of zombies in the context of video games informs an analysis of their impact on contemporary popular culture. Issues such as gender, politics, intellectual property law, queer theory, narrative storytelling and worldbuilding, videogame techniques and technology, and man’s relation to monsters are closely examined in their relation to zombie video games. Breaking new ground in the study of video games and popular culture, this volume will be of interest to researchers in a broad range of areas including media, popular culture, video games, and media psychology.