Author: James Newman
Publisher: Routledge
Keywords: videogames, playing
Number of Pages: 224
Published: 2008-08-15
List price: $35.95
ISBN-10: 0415385237
ISBN-13: 9780415385237

Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive ’shadow’ economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that hav

Author: Mia Consalvo
Publisher: The MIT Press
Keywords: videogames, advantage, gaining, cheating
Number of Pages: 232
Published: 2007-06-30
List price: $38.00
ISBN-10: 0262033658
ISBN-13: 9780262033657

The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating, Mia Consalvo investigates how players choose to play games and what happens when they can’t always play the way they’d like. She explores a broad range of player be

Authors:Andy Clarke, Grethe Mitchell,
Publisher: Intellect Ltd
Keywords: intellect, art, videogames
Number of Pages: 283
Published: 2007-03-22
List price: $55.00
ISBN-10: 1841501425
ISBN-13: 9781841501420

From Madden NFL 2007 to Grand Theft Auto: Vice City, videogames are firmly enmeshed in modern culture. Acknowledging the increasing cultural impact of this rapidly changing industry, Videogames and Art is one of the first books devoted to the study of videogame art, featuring in-depth essays that offer an unparalleled overview of the field.            The distinguished contributors range broadly over this vast intellectual terrain, positioning videogame art as a crucial interdisciplinary mix of digital technologies and the traditions of pictorial art. They examine machinima and game

Author: Ian Bogost
Publisher: The MIT Press
Keywords: videogames, power, expressive, games, persuasive
Number of Pages: 432
Published: 2007-07-01
List price: $39.00
ISBN-10: 0262026147
ISBN-13: 9780262026147

Videogames are both an expressive medium and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric’s unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual represen

Author: Steven Poole
Publisher: Arcade Publishing
Keywords: revolution, entertainment, videogames, happy, trigger
Number of Pages: 304
Published: 2004-09-15
List price: $13.95
ISBN-10: 1559705981
ISBN-13: 9781559705981

The Edge calls Trigger Happy a "seminal piece of work." For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today’s most popular forms of play: videogames are on track to supersede movies as the most in

Author: James Newman
Publisher: Routledge
Keywords: communications, media, introductions, routledge, videogames
Number of Pages: 208
Published: 2004-03-12
List price: $110.00
ISBN-10: 0415281911
ISBN-13: 9780415281911

Newman’s lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog are familiar even to those who’ve never been near a games console. Topics covered include: What is a videogame?  Why study videogames?  a brief history of videogames, from Pac-Man to Pokémon the videogame industry  Who plays videogames? Are videogames bad for you? the narrative s

Author: Paul Hoffert
Publisher: Berklee Press
Keywords: media, presentations, interactive, book, sites, amp, web, new, composing, videogames, music
Number of Pages: 218
Published: 2007-01-01
List price: $24.95
ISBN-10: 0876390645
ISBN-13: 9780876390641

Videogames, web sites, and other new media are creating more opportunities for contemporary music writers than have ever existed before. In this book, you will learn to write effectively for these new forms, mastering the devices, sounds, and techniques for supporting stories and responding to user actions. It details the technical and dramatic requirements necessary for each type of new media. In engaging language, illustrated by countless real-world examples and practical workshops, writers at all levels will find ways to create music for new markets, and find new opportunities for creative
  
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