The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.
Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself.
In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds -- actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora -- a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as "refugees"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the "play turn" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.
Автор: Heineman David S. Название: Thinking about Video Games: Interviews with the Experts ISBN: 0253017106 ISBN-13(EAN): 9780253017109 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 71060.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание:
The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences. These experts and others offer fascinating perspectives on video games, game studies, gaming culture, and the game industry more broadly.
Автор: Jai Kristjan Название: We Deserve Better Villains: A Video Game Design Survival Guide ISBN: 036718480X ISBN-13(EAN): 9780367184803 Издательство: Taylor&Francis Рейтинг: Цена: 127600.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Highly accessible how-to guide for video game designers no matter what level of experience to understand what is needed to be successful in the development cycle of any video game from concept to supporting the game live.
Автор: Jai Kristjan Название: We Deserve Better Villains: A Video Game Design Survival Guide ISBN: 0367184796 ISBN-13(EAN): 9780367184797 Издательство: Taylor&Francis Рейтинг: Цена: 45930.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Highly accessible how-to guide for video game designers no matter what level of experience to understand what is needed to be successful in the development cycle of any video game from concept to supporting the game live.
Автор: Bonnie Ruberg Название: The Queer Games Avant-Garde: How LGBTQ Game Makers Are Reimagining the Medium of Video Games ISBN: 1478005912 ISBN-13(EAN): 9781478005919 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 86070.00 T Наличие на складе: Нет в наличии. Описание: In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve “diversity” in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center.
Interviewees: Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang
Автор: Stephanie Boluk, Patrick LeMieux Название: Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames ISBN: 0816687153 ISBN-13(EAN): 9780816687152 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 100320.00 T Наличие на складе: Невозможна поставка. Описание: The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play.Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art.One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames-we make metagames.
Автор: Milburn Colin Название: Mondo Nano: Fun and Games in the World of Digital Matter ISBN: 0822357437 ISBN-13(EAN): 9780822357438 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 33400.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание:
In Mondo Nano Colin Milburn takes his readers on a playful expedition through the emerging landscape of nanotechnology, offering a light-hearted yet critical account of our high-tech world of fun and games. This expedition ventures into discussions of the first nanocars, the popular video games Second Life, Crysis, and BioShock, international nanosoccer tournaments, and utopian nano cities. Along the way, Milburn shows how the methods, dispositions, and goals of nanotechnology research converge with video game culture. With an emphasis on play, scientists and gamers alike are building a new world atom by atom, transforming scientific speculations and video game fantasies into reality. Milburn suggests that the closing of the gap between bits and atoms entices scientists, geeks, and gamers to dream of a completely programmable future. Welcome to the wild world of Mondo Nano.
Автор: Milburn Colin Название: Mondo Nano: Fun and Games in the World of Digital Matter ISBN: 0822357291 ISBN-13(EAN): 9780822357292 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 108640.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание:
In Mondo Nano Colin Milburn takes his readers on a playful expedition through the emerging landscape of nanotechnology, offering a light-hearted yet critical account of our high-tech world of fun and games. This expedition ventures into discussions of the first nanocars, the popular video games Second Life, Crysis, and BioShock, international nanosoccer tournaments, and utopian nano cities. Along the way, Milburn shows how the methods, dispositions, and goals of nanotechnology research converge with video game culture. With an emphasis on play, scientists and gamers alike are building a new world atom by atom, transforming scientific speculations and video game fantasies into reality. Milburn suggests that the closing of the gap between bits and atoms entices scientists, geeks, and gamers to dream of a completely programmable future. Welcome to the wild world of Mondo Nano.
Автор: Jayne Gackenbach Название: Video Game Play & Consciousness ISBN: 1620811138 ISBN-13(EAN): 9781620811139 Издательство: Nova Science Рейтинг: Цена: 299890.00 T Наличие на складе: Невозможна поставка. Описание: Outcome Assessment in Residential Treatment helps health care providers demonstrate that their planned treatment is necessary and active rather than simply custodial. A practitioner`s guide to conducting treatment outcome assessment projects, this innovative book presents readers with historical perspectives, current issues, and practical suggestions for implementing an outcome assessment project.
Автор: Grimes Sara Название: Digital Playgrounds: The Hidden Politics of Children`s Online Play Spaces, Virtual Worlds, and Connected Games ISBN: 1442615567 ISBN-13(EAN): 9781442615564 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 40090.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Digital Playgrounds makes the argument that online games play a uniquely meaningful role in children`s lives, with profound implications for children`s culture, agency, and rights in the digital era.
Автор: Bernard Perron, Felix Schroter Название: Video Games and the Mind: Essays on Cognition, Affect and Emotion ISBN: 0786499095 ISBN-13(EAN): 9780786499090 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 44350.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: "With psychological theories of cognition, affect and emotion as a reference point, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes"--
Автор: Boulter Jonathan Название: Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience ISBN: 0814334881 ISBN-13(EAN): 9780814334881 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 27580.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: In its intimate joining of self and machine, video gaming works to extend the body into a fluid, dynamic, unstable, and discontinuous entity. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience, author Jonathan Boulter addresses this gap by analyzing video games and the player experience philosophically. Finding points of departure in phenomenology and psychoanalysis, Boulter argues that we need to think seriously about what it means to enter into a relationship with the game machine and to assume (or to have conferred upon you) a machinic, posthuman identity. Parables of the Posthuman approaches the experience of gaming by asking: What does it mean for the player to enter the machinic “world” of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays? To this end, Boulter analyzes the experience of particular role-playing video games, including Fallout 3, Half-Life 2, Bioshock, Crysis 2, and Metal Gear Solid 4. These games both thematize the idea of the posthuman—the games are “about” subjects whose physical and intellectual capacities are extended through machine or other prosthetic means—and also enact an experience of the posthuman for the player, who becomes more than what he was as he plays the game. Boulter concludes by exploring how the game acts as a parable of what the human, or posthuman, may look like in times to come.Academics with an interest in the intersection of philosophy, psychoanalysis, and popular culture forms and video gamers with an interest in thinking about the implications of gaming will enjoy this volume.
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