Search Results for "playing-to-win-sports-video-games-and-the-culture-of-play-digital-game-studies-2014-11-19"

Multiplayer

Multiplayer

The Social Aspects of Digital Gaming

  • Author: Thorsten Quandt,Sonja Kröger
  • Publisher: Routledge
  • ISBN: 1134092261
  • Category: Language Arts & Disciplines
  • Page: 272
  • View: 7013
DOWNLOAD NOW »
In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play

Video Games in East Asia

  • Author: Alexis Pulos,Seungcheol Austin Lee
  • Publisher: Springer
  • ISBN: 3319438174
  • Category: Social Science
  • Page: 218
  • View: 5018
DOWNLOAD NOW »
This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.

The Culture of Digital Fighting Games

The Culture of Digital Fighting Games

Performance and Practice

  • Author: Todd Harper
  • Publisher: Routledge
  • ISBN: 1136747648
  • Category: Games & Activities
  • Page: 158
  • View: 5929
DOWNLOAD NOW »
This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.

Playing to Win

Playing to Win

Sports, Video Games, and the Culture of Play

  • Author: Thomas P. Oates,Robert Alan Brookey
  • Publisher: Indiana University Press
  • ISBN: 0253015057
  • Category: Technology & Engineering
  • Page: 264
  • View: 4670
DOWNLOAD NOW »
In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.

Masculinities in Play

Masculinities in Play

  • Author: Nicholas Taylor
  • Publisher: Springer
  • ISBN: 3319905813
  • Category:
  • Page: N.A
  • View: 8604
DOWNLOAD NOW »

What Every Parent Needs to Know about Video Games

What Every Parent Needs to Know about Video Games

A Gamer Explores the Good, Bad, and Ugly of the Virtual World

  • Author: Richard Abanes
  • Publisher: Harvest House Publishers
  • ISBN: 9780736917407
  • Category: Games
  • Page: 124
  • View: 6433
DOWNLOAD NOW »
In this helpful primer, an award-winning journalist and experienced gamer gives readers a survey of the field and a framework for thinking through the issues in order to make judgments about not only what is shown in games, but how it's shown, in what context, and what overall message is being delivered.

Sound Play

Sound Play

Video Games and the Musical Imagination

  • Author: William Cheng
  • Publisher: Oxford University Press
  • ISBN: 0199970009
  • Category: Technology & Engineering
  • Page: 272
  • View: 4329
DOWNLOAD NOW »
Video games open portals to fantastical worlds where imaginative play and enchantment prevail. These virtual settings afford us considerable freedom to act out with relative impunity. Or do they? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of people's creative engagements with gaming's audio phenomena-from sonorous violence to synthesized operas, from democratic music-making to vocal sexual harassment. William Cheng shows how video games empower their designers, composers, players, critics, and scholars to tinker (often transgressively) with practices and discourses of music, noise, speech, and silence. Faced with collisions between utopian and alarmist stereotypes of video games, Sound Play synthesizes insights across musicology, sociology, anthropology, communications, literary theory, philosophy, and additional disciplines. With case studies spanning Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there-in the safe, sound spaces of games-can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here. Foreword by Richard Leppert Video Games Live cover image printed with permission from Tommy Tallarico

Handbook of Computer Game Studies

Handbook of Computer Game Studies

  • Author: Joost Raessens,Jeffrey Goldstein
  • Publisher: Mit Press
  • ISBN: 9780262516587
  • Category: Computers
  • Page: 451
  • View: 1492
DOWNLOAD NOW »
A broad treatment of computer and video games from a wide range of perspectives,including cognitive science and artificial intelligence, psychology, history, film and theater,cultural studies, and philosophy.

Glued to Games

Glued to Games

How Video Games Draw Us in and Hold Us Spellbound

  • Author: Scott Rigby,Richard M. Ryan
  • Publisher: ABC-CLIO
  • ISBN: 0313362246
  • Category: Games
  • Page: 186
  • View: 8777
DOWNLOAD NOW »
With video game sales in the billions and anxious concerns about their long-term effects growing louder, "Glued to Games: How Video Games Draw Us In and Hold Us Spellbound" brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, "Glued to Games" gets to the heart of gaming's powerful psychological and emotional allure--the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

Death by Video Game

Death by Video Game

Danger, Pleasure, and Obsession on the Virtual Frontline

  • Author: Simon Parkin
  • Publisher: Melville House
  • ISBN: 1612195415
  • Category: Social Science
  • Page: 272
  • View: 5933
DOWNLOAD NOW »
"The finest book on video games yet. Simon Parkin thinks like a critic, conjures like a novelist, and writes like an artist at the height of his powers—which, in fact, he is." —Tom Bissell, author of Extra Lives: Why Video Games Matter On January 31, 2012, a twenty-three-year-old student was found dead at his keyboard in an internet café while the video game he had been playing for three days straight continued to flash on the screen in front of him. Trying to reconstruct what had happened that night, investigative journalist Simon Parkin would discover that there have been numerous other incidents of "death by video game." And so begins a journey that takes Parkin around the world in search of answers: What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we so thoroughly lose our sense of time and reality within this medium? How in the world can people play them . . . to death? In Death by Video Game, Parkin examines the medical evidence and talks to the experts to determine what may be happening, and introduces us to the players and game developers at the frontline of virtual extremism: the New York surgeon attempting to break the Donkey Kong world record . . . the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world . . . the German hacker who risked prison to discover the secrets behind Half-Life 2 . . . Riveting and wildly entertaining, Death by Video Game will change the way we think about our virtual playgrounds as it investigates what it is about them that often proves compelling, comforting, and irresistible to the human mind—except for when it’s not. From the Hardcover edition.

Gaming at the Edge

Gaming at the Edge

Sexuality and Gender at the Margins of Gamer Culture

  • Author: Adrienne Shaw
  • Publisher: N.A
  • ISBN: 9780816693153
  • Category: Games
  • Page: 304
  • View: 3729
DOWNLOAD NOW »
Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.

Raising the Stakes

Raising the Stakes

E-Sports and the Professionalization of Computer Gaming

  • Author: T. L. Taylor
  • Publisher: MIT Press
  • ISBN: 0262300478
  • Category: Games & Activities
  • Page: 332
  • View: 2987
DOWNLOAD NOW »
Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982--1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.

Rise of the Videogame Zinesters

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

  • Author: Anna Anthropy
  • Publisher: Seven Stories Press
  • ISBN: 1609803736
  • Category: Games
  • Page: 124
  • View: 2406
DOWNLOAD NOW »
"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, NYU's Interactive Telecommunication Program (Tisch School of the Arts), and author of the ZZT game "Winter" "These days, everybody can make and distribute a photograph, or a video, or a book. Rise of the Videogame Zinesters shows you that everyone can make a videogame, too. But why should they? For Anna Anthropy, it's not for fame or for profit, but for the strange, aimless beauty of personal creativity.” —Ian Bogost, Director, Graduate Program in Digital Media, Georgia Institute of Technology "Rise is a great guidebook to understanding—and more importantly, participating in—this dynamically evolving culture." —Jim Munroe, co-founder of the Hand Eye Society and the Difference Engine Initiative “Here, Anna Anthropy demonstrates how people from every background and walk of life are breaking free of the commercial cowardice of major publishers, and bringing their individual visions of the game to life. . . . If game design is to be an art, as those of us who love games fervently hope, it must be rescued from its crushing commercial pressures. 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

An Introduction to Game Studies

An Introduction to Game Studies

  • Author: Frans Mäyrä
  • Publisher: SAGE
  • ISBN: 1473902924
  • Category: Language Arts & Disciplines
  • Page: 208
  • View: 7704
DOWNLOAD NOW »
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as 'game' and play' - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as 'culture' and subculture - Analyse the relationship between technology and interactivity and between 'game' and 'reality' - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

Soccer Empire

Soccer Empire

The World Cup and the Future of France

  • Author: Laurent Dubois
  • Publisher: Univ of California Press
  • ISBN: 0520269780
  • Category: History
  • Page: 352
  • View: 4550
DOWNLOAD NOW »
"Laurent Dubois mines the history of French soccer for fascinating theories and riveting stories. His understanding of the relationship between the game and politics is subtle, leading readers deep into important discussions about race and national identity. For those of us who admired the poetics of Les Bleus this is essential reading."—Franklin Foer, author of How Soccer Explains the World "Laurent Dubois is historian, fan and graceful writer all in one. In soccer, he has found an innovative way to explore France and its empire. A serious book and an excellent read."—Simon Kuper, author of Soccernomics "Beautifully lyrical and authoritative. We meet a host of players, colonized and colonizer, following them from their original playing fields—a vast lawn, a concrete lot—to their triumphs in national and international play." —Alice Kaplan, author of The Interpreter "This book is a brilliant, beautifully written, and unique history of French colonialism and post-coloniality through the lens of football/soccer. Dubois weaves an eminently readable and engaging narrative that tracks tensions around race and national identity through the biographies of key football players and officials who became iconic of the aspirations of peripheral subjects of the French empire. More than a simple history of French football, the book amounts to a description of France's imperial project and an incisive reflection on the race question in contemporary France. It will please both fans of the 'beautiful game' and those inclined to dismiss sports as but the opium of the masses."—Paul Silverstein, author of Algeria in France: Transpolitics, Race and Nation

Playing to Win

Playing to Win

How Strategy Really Works

  • Author: Alan G. Lafley,Roger L. Martin
  • Publisher: Harvard Business Press
  • ISBN: 142218739X
  • Category: Business & Economics
  • Page: 260
  • View: 3005
DOWNLOAD NOW »
Explains how companies must pinpoint business strategies to a few critically important choices, identifying common blunders while outlining simple exercises and questions that can guide day-to-day and long-term decisions.

Cheating

Cheating

Gaining Advantage in Videogames

  • Author: Mia Consalvo
  • Publisher: MIT Press
  • ISBN: 026225011X
  • Category: Games
  • Page: 240
  • View: 7126
DOWNLOAD NOW »
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 behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI. She develops the concept of "gaming capital" as a key way to understand individuals' interaction with games, information about games, the game industry, and other players.Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere.

Rules of Play

Rules of Play

Game Design Fundamentals

  • Author: Katie Salen,Katie Salen Tekinbaş,Eric Zimmerman
  • Publisher: MIT Press
  • ISBN: 9780262240451
  • Category: Computers
  • Page: 672
  • View: 6714
DOWNLOAD NOW »
Meaningful play - Design - Systems - Interactivity - Defining games - The magic circle - Defining rules - Rules on three levels - The rules of digital games - Games as systems of uncertainty - Games as systems of information - Games as cybernetic systems - Games as systems of conflict - Games as the play of experience - Games as the play of meaning - Games as the play of simulation - Games as cultural rhetoric - Games as cultural resistance - Games as cultural environment.

Playing at the World

Playing at the World

A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-Playing Games

  • Author: Jon Peterson
  • Publisher: N.A
  • ISBN: 9780615642048
  • Category: Computer games
  • Page: 698
  • View: 3512
DOWNLOAD NOW »
Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.