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Understanding Games and Game Cultures

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Author :
Release : 2021-04-10
Genre : Language Arts & Disciplines
Kind : eBook
Book Rating : 014/5 ( reviews)

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Book Synopsis Understanding Games and Game Cultures by : Ingrid Richardson

Download or read book Understanding Games and Game Cultures written by Ingrid Richardson. This book was released on 2021-04-10. Available in PDF, EPUB and Kindle. Book excerpt: No longer a marginal media form, the study of digital game industries and 'gameification' more popular than ever. Hjorth and Richardson bring you Understanding Games and Gaming Culture; the must-read guide to global games studies. Giving you the tools to conceptually navigate contemporary game studies, this book examines game development, audience and profit in the context of contemporary global debates and media, encapsulating: A broad scope that covers industry, economy and culture. An Interdisciplinary approach; with perspectives from anthropology, design, and human-machine communication, on top of media, communication and cultural studies. An International perspective: Authors use global case studies throughout, with a unique focus on examples from Asia, as so many of the most interesting developments in gaming industries and cultures is taking place outside of the West.

Understanding Games and Game Cultures

Download Understanding Games and Game Cultures PDF Online Free

Author :
Release : 2021-03-24
Genre : Language Arts & Disciplines
Kind : eBook
Book Rating : 520/5 ( reviews)

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Book Synopsis Understanding Games and Game Cultures by : Ingrid Richardson

Download or read book Understanding Games and Game Cultures written by Ingrid Richardson. This book was released on 2021-03-24. Available in PDF, EPUB and Kindle. Book excerpt: Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.

Game Cultures: Computer Games As New Media

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Author :
Release : 2006-05-01
Genre : Social Science
Kind : eBook
Book Rating : 57X/5 ( reviews)

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Book Synopsis Game Cultures: Computer Games As New Media by : Dovey, Jon

Download or read book Game Cultures: Computer Games As New Media written by Dovey, Jon. This book was released on 2006-05-01. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

Gender and Sexuality in Online Game Cultures

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Release : 2012-03-12
Genre : Social Science
Kind : eBook
Book Rating : 784/5 ( reviews)

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Book Synopsis Gender and Sexuality in Online Game Cultures by : Jenny Sundén

Download or read book Gender and Sexuality in Online Game Cultures written by Jenny Sundén. This book was released on 2012-03-12. Available in PDF, EPUB and Kindle. Book excerpt: How do gender and sexuality come to matter in online game cultures? Why is it important to explore "straight" versus "queer" contexts of play? And what does it mean to play together with others over time, as co-players and researchers? Gender and Sexuality in Online Game Cultures is a book about female players and their passionate encounters with the online game World of Warcraft and its player cultures. It takes seriously women’s passions in games, and as such draws attention to questions of pleasure in and desire for technology. The authors use a unique approach of what they term a "twin ethnography" that develops two parallel stories. Sveningsson studies "straight" game culture, and makes explicit that which is of the norm by exploring the experiences of female gamers in a male-dominated gaming context. Sundén investigates "queer" game culture through the queer potentials of mainstream World of Warcraft culture, as well as through the case of a guild explicitly defined as LGBT. Academic research on game culture is flourishing, yet feminist accounts of gender and sexuality in games are still in the making. Drawing on feminist notions of performance, performativity and positionality, as well as the recent turn to affect and phenomenology within cultural theory, the authors develop queer, feminist studies of online player cultures in ways that are situated and embodied.

Game Cultures

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Author :
Release : 2006-05-16
Genre : Sports & Recreation
Kind : eBook
Book Rating : 873/5 ( reviews)

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Book Synopsis Game Cultures by : Jon Dovey

Download or read book Game Cultures written by Jon Dovey. This book was released on 2006-05-16. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

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