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Computer Games as a Sociocultural Phenomenon

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Release : 2008-01-17
Genre : Games & Activities
Kind : eBook
Book Rating : /5 ( reviews)

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Book Synopsis Computer Games as a Sociocultural Phenomenon by : Andreas Jahn-Sudmann

Download or read book Computer Games as a Sociocultural Phenomenon written by Andreas Jahn-Sudmann. This book was released on 2008-01-17. Available in PDF, EPUB and Kindle. Book excerpt: In the course of their increasing sociocultural importance, the academic interest in computer games has been growing considerably in the last years. This profound anthology comprehensibly introduces latest approaches in the central fields of game studies and provides an extensive survey of the contemporary game culture. Internationally renowned media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games and present new concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment.

Computer Games as a Sociocultural Phenomenon

Download Computer Games as a Sociocultural Phenomenon PDF Online Free

Author :
Release : 2008-01-17
Genre : Social Science
Kind : eBook
Book Rating : 30X/5 ( reviews)

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Book Synopsis Computer Games as a Sociocultural Phenomenon by : A. Jahn-Sudmann

Download or read book Computer Games as a Sociocultural Phenomenon written by A. Jahn-Sudmann. This book was released on 2008-01-17. Available in PDF, EPUB and Kindle. Book excerpt: Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.

Video Games

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Release : 2017-07-28
Genre : Social Science
Kind : eBook
Book Rating : 948/5 ( reviews)

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Book Synopsis Video Games by : Arthur Asa Berger

Download or read book Video Games written by Arthur Asa Berger. This book was released on 2017-07-28. Available in PDF, EPUB and Kindle. Book excerpt: From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon.Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry.

Social Exclusion, Power, and Video Game Play

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Release : 2012-03-01
Genre : Social Science
Kind : eBook
Book Rating : 626/5 ( reviews)

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Book Synopsis Social Exclusion, Power, and Video Game Play by : David G. Embrick

Download or read book Social Exclusion, Power, and Video Game Play written by David G. Embrick. This book was released on 2012-03-01. Available in PDF, EPUB and Kindle. Book excerpt: While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural and political environment that raises the question of the significance of work, play, power and inequalities in the modern world. Many studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers or even social media; how social exclusion (e.g., race, class, gender, etc.) in the virtual environments are reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope to draw attention to the need for more studies that are both sociological and critical.

Computer Games and the Social Imaginary

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Release : 2013-10-07
Genre : Games & Activities
Kind : eBook
Book Rating : 105/5 ( reviews)

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Book Synopsis Computer Games and the Social Imaginary by : Graeme Kirkpatrick

Download or read book Computer Games and the Social Imaginary written by Graeme Kirkpatrick. This book was released on 2013-10-07. Available in PDF, EPUB and Kindle. Book excerpt: Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.

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