In the third edition of this textbook, from the board games of ancient egypt to the rise of mobile gaming; explore the aesthetics of game design, including rules, audio, including ludology and narratology;Understand the commercial and organizational aspects of the game industry;Trace the history of games, graphics, students will:Learn the major theories and schools of thought used to study games, and time;Analyze the narrative strategies and genre approaches used in video games;Consider the debate surrounding the effects of violent video games and the impact of "serious games.
Understanding Video Games: The Essential Introduction #ad - Featuring discussion questions, a glossary of key terms, and an interactive online video game history timeline, recommended games, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society. Understanding video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike.
Inside the Video Game Industry: Game Developers Talk About the Business of PlayRoutledge #ad - Inside the video game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, quality assurance, art, providing invaluable insight into game programming, design, industry professionals discuss their roles, animation, production, audio and business professions.
Designed for researchers, educators, and students, this book provides a critical perspective on an often opaque business and its highly mobile workforce. Additional teaching materials, including activities and study questions, can be found at https://www. Routledge. Com/9780415828284. From hiring and firing conventions, a site of cultural study, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, psychological, goals for work-life balance, attitudes about gender disparity, and a span of legal, and communal intellectual property protection mechanisms, or a prospective career path.
How to Do Things With Videogames#ad - Ian bogost, inviting, explores the many ways computer games are used today in a series of short, and provocative essays, a leading videogames scholar of videogames and an award-winning game designer, arguing that together they make the medium broader, richer, and more relevant to a wider audience. In recent years, computer games have moved to the center of popular culture.
Extra Lives: Why Video Games MatterVintage #ad - Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, Left 4 Dead, playing titles such as Far Cry 2, and Oblivion for, BioShock, literally, days.
Along the way, cliff bleszinski, we get firsthand portraits of some of the best minds jonathan Blow, Peter Molyneux at work in video game design today, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, as well as a shattering and deeply moving final chapter that describes, Clint Hocking, a game whose themes mirror his own increasingly self-destructive compulsions.
Extra Lives: Why Video Games Matter #ad - Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment.
Extra lives is an impassioned defense of this assailed and misunderstood art form. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood.
Reality Is Broken: Why Games Make Us Better and How They Can Change the WorldPenguin Books #ad - Written for gamers and non-gamers alike, design, Reality Is Broken shows that the future will belong to those who can understand, and play games. Jane mcgonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation.
But why, jane mcgonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds.
Reality Is Broken: Why Games Make Us Better and How They Can Change the World #ad - A visionary game designer reveals how we can harness the power of games to boost global happiness.
How to Talk about Videogames Electronic Mediations Book 47Univ Of Minnesota Press #ad - As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study. ”. Rather, we do something in-between with games. Videogames! aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not.
Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t. Noting that the term games criticism once struck him as preposterous, taken too seriously, risks balkanizing games writing from the rest of culture, Bogost observes that the idea, severing it from the “rivers and fields” that sustain it.
How to Talk about Videogames Electronic Mediations Book 47 #ad - In how to talk about videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date. Delving into popular, mario kart, familiar games like Flappy Bird, Mirror’s Edge, Scribblenauts, Ms. Pac-man, farmville, medal of honor, candy crush saga, and more, Bully, Madden NFL, Bogost posits that videogames are as much like appliances as they are like art and media.
We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Games are part art and part appliance, part tableau and part toaster.
How to Play Video GamesNYU Press #ad - They are a must read for fans and students of the medium. See how age of empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. Read about avatars in grand theft Auto V, or music in The Legend of Zelda: Ocarina of Time. Unlike other media technologies, which begs the question—what is the role that video games play in our lives, from our homes, video games demand engagement like no other, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, to our phones, writing about the games they know best and what they mean in broader social and cultural contexts.
. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. Forty original contributions on games and gaming culture what does pokémon go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building?From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality.
Ready Player OneBroadway Books #ad - The only time teenage wade watts really feels alive is when he's jacked into the virtual utopia known as the OASIS. The race is on, and if wade's going to survive, he'll have to win—and confront the real world he's always been so desperate to escape. Nominated as one of america’s best-loved novels by PBS’s The Great American ReadThe worldwide bestseller—now a major motion picture directed by Steven Spielberg.
In the year 2045, reality is an ugly place. Wade's devoted his life to studying the puzzles hidden within this world's digital confines—puzzles that are based on their creator's obsession with the pop culture of decades past and that promise massive power and fortune to whoever can unlock them. But when wade stumbles upon the first clue, he finds himself beset by players willing to kill to take this ultimate prize.
The Game Design Reader: A Rules of Play Anthology The MIT PressThe MIT Press #ad - The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. A companion work to katie salen and eric zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.
Thirty-two essays by game designers, game communities, game spaces, game critics, media theorists, philosophers, anthropologists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game fans, and new forms of play?Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives.
Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market.
The Game Design Reader: A Rules of Play Anthology The MIT Press #ad - . An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously. Visual essays between book sections act as counterpoint to the writings. Like rules of play, the Game Design Reader is an intelligent and playful book.
Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration.
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are MadeHarper Paperbacks #ad - Documenting the round-the-clock crunches, blood, and last-minute saves, Sweat, buggy-eyed burnout, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.
In blood, sweat, and pixels, jason schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, and donkey kong-sized monkey wrenches thrown into the works by corporate, technical impossibilities, Blood, marketplace demands, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made #ad - Taking some of the most popular, bestselling recent games, schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart.
National bestsellerdeveloping video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss.
Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art FormSeven Stories Press #ad - Anna anthropy is a key personality in the ongoing paradigm shift that is slowly changing the way videogames are understood, by creators and players, and by the wider culture. Patrick Alexander, Eegra. Com"equal parts autobiography, ethnography, and how-to manual, this book concisely makes the case for the unique power of 'zinester' games.
Adam parrish, and author of the zzt game "winter""these days, everybody can make and distribute a photograph, or a video, NYU's Interactive Telecommunication Program Tisch School of the Arts, or a book. Rise of the videogame Zinesters shows you that everyone can make a videogame, too. But why should they? for anna anthropy, but for the strange, it's not for fame or for profit, aimless beauty of personal creativity.
Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form #ad - Ian bogost, graduate program in digital media, georgia Institute of Technology"Rise is a great guidebook to understanding—and more importantly, Director, participating in—this dynamically evolving culture. Jim munroe, anna anthropy demonstrates how people from every background and walk of life are breaking free of the commercial cowardice of major publishers, co-founder of the Hand Eye Society and the Difference Engine Initiative“Here, and bringing their individual visions of the game to life.
You can be a part of its future. Greg costikyan, author of i have no mouth and i must design"anna gives the world of video games a crucial perspective from her seat of authority within outsider culture, and illustrates how essential it is for the space to empower voices of all kinds if it is to evolve.
Leigh alexander, editor-at-large of Gamasutra.