Guns, Grenades, and Grunts

Guns, Grenades, and Grunts
Author: Gerald A. Voorhees
Publisher: Bloomsbury Publishing USA
Total Pages: 448
Release: 2012-11-02
Genre: Social Science
ISBN: 1441191445

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Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market.

Guns, Grenades, and Grunts

Guns, Grenades, and Grunts
Author: Gerald A. Voorhees
Publisher: Bloomsbury Publishing USA
Total Pages: 448
Release: 2012-11-02
Genre: Social Science
ISBN: 1441146261

Download Guns, Grenades, and Grunts Book in PDF, Epub and Kindle

Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market.

Guns, Grenades, and Grunts

Guns, Grenades, and Grunts
Author: Gerald A. Voorhees
Publisher:
Total Pages: 437
Release: 2012
Genre: Video games
ISBN: 9781628927948

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Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary socia.

Sound Play

Sound Play
Author: William Cheng
Publisher: Oxford University Press
Total Pages: 261
Release: 2014-03-05
Genre: Music
ISBN: 0199970009

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Video games open portals to fantastical worlds where imaginative play and enchantment prevail. These virtual settings afford us considerable freedom to act out with relative impunity. Or do they? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of people's creative engagements with gaming's audio phenomena-from sonorous violence to synthesized operas, from democratic music-making to vocal sexual harassment. William Cheng shows how video games empower their designers, composers, players, critics, and scholars to tinker (often transgressively) with practices and discourses of music, noise, speech, and silence. Faced with collisions between utopian and alarmist stereotypes of video games, Sound Play synthesizes insights across musicology, sociology, anthropology, communications, literary theory, philosophy, and additional disciplines. With case studies spanning Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there-in the safe, sound spaces of games-can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here. Foreword by Richard Leppert Video Games Live cover image printed with permission from Tommy Tallarico

The Rhetoric of Videogames as Embodied Practice

The Rhetoric of Videogames as Embodied Practice
Author: Steve Holmes
Publisher: Routledge
Total Pages: 274
Release: 2017-09-11
Genre: Language Arts & Disciplines
ISBN: 1351399470

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The Rhetoric of Videogames as Embodied Practice offers a critical reassessment of embodiment and materiality in rhetorical considerations of videogames. Holmes argues that rhetorical and philosophical conceptions of "habit" offer a critical resource for describing the interplay between thinking (writing and rhetoric) and embodiment. The book demonstrates how Aristotle's understanding of character (ethos), habit (hexis), and nature (phusis) can productively connect rhetoric to what Holmes calls "procedural habits": the ways in which rhetoric emerges from its interactions with the dynamic accumulation of conscious and nonconscious embodied experiences that consequently give rise to meaning, procedural subjectivity, control, and communicative agency both in digital game design discourse and the activity of play.

Remembering the Second World War

Remembering the Second World War
Author: Patrick Finney
Publisher: Taylor & Francis
Total Pages: 281
Release: 2017-07-14
Genre: History
ISBN: 1351714759

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Remembering the Second World War brings together an international and interdisciplinary cast of leading scholars to explore the remembrance of this conflict on a global scale. Conceptually, it is premised on the need to challenge nation-centric approaches in memory studies, drawing strength from recent transcultural, affective and multidirectional turns. Divided into four thematic parts, this book largely focuses on the post-Cold War period, which has seen a notable upsurge in commemorative activity relating to the Second World War and significant qualitative changes in its character. The first part explores the enduring utility and the limitations of the national frame in France, Germany and China. The second explores transnational transactions in remembrance, looking at memories of the British Empire at war, contested memories in East-Central Europe and the transnational campaign on behalf of Japan’s former ‘comfort women’. A third section considers local and sectional memories of the war and the fourth analyses innovative practices of memory, including re-enactment, video gaming and Holocaust tourism. Offering insightful contributions on intriguing topics and illuminating the current state of the art in this growing field, this book will be essential reading for all students and scholars of the history and memory of the Second World War.

The Routledge Companion to the Cultural Industries

The Routledge Companion to the Cultural Industries
Author: Kate Oakley
Publisher: Routledge
Total Pages: 714
Release: 2015-05-22
Genre: Performing Arts
ISBN: 1317533976

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The Routledge Companion to the Cultural Industries is collection of contemporary scholarship on the cultural industries and seeks to re-assert the importance of cultural production and consumption against the purely economic imperatives of the ‘creative industries’. Across 43 chapters drawn from a wide range of geographic and disciplinary perspectives, this comprehensive volume offers a critical and empirically-informed examination of the contemporary cultural industries. A range of cultural industries are explored, from videogames to art galleries, all the time focussing on the culture that is being produced and its wider symbolic and socio-cultural meaning. Individual chapters consider their industrial structure, the policy that governs them, their geography, the labour that produces them, and the meaning they offer to consumers and participants. The collection also explores the historical dimension of cultural industry debates providing context for new readers, as well as critical orientation for those more familiar with the subject. Questions of industry structure, labour, place, international development, consumption and regulation are all explored in terms of their historical trajectory and potential future direction. By assessing the current challenges facing the cultural industries this collection of contemporary scholarship provides students and researchers with an essential guide to key ideas, issues, concepts and debates in the field.

Understanding Counterplay in Video Games

Understanding Counterplay in Video Games
Author: Alan F. Meades
Publisher: Routledge
Total Pages: 212
Release: 2015-06-05
Genre: Games & Activities
ISBN: 1317618793

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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.

War Games

War Games
Author: Philip Hammond
Publisher: Bloomsbury Publishing USA
Total Pages: 288
Release: 2019-12-12
Genre: Social Science
ISBN: 1501351176

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Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?

Gamer Nation

Gamer Nation
Author: John Wills
Publisher: JHU Press
Total Pages: 297
Release: 2019-05-21
Genre: History
ISBN: 1421428695

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Explores how games actively influence the ways people interpret and relate to American life. In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units. In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans' mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges. Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself.