Search Results for "how-to-do-things-with-videogames"

How to Do Things with Videogames

How to Do Things with Videogames

  • Author: Ian Bogost
  • Publisher: U of Minnesota Press
  • ISBN: 145293312X
  • Category: Games & Activities
  • Page: 192
  • View: 2342
DOWNLOAD NOW »
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.

How to Talk about Videogames

How to Talk about Videogames

  • Author: Ian Bogost
  • Publisher: U of Minnesota Press
  • ISBN: 1452949875
  • Category: Social Science
  • Page: 208
  • View: 3023
DOWNLOAD NOW »
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 part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date. Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, 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. Rather, we do something in-between with games. 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, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. 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.”

The Interface Envelope

The Interface Envelope

Gaming, Technology, Power

  • Author: James Ash
  • Publisher: Bloomsbury Publishing USA
  • ISBN: 162356557X
  • Category: Social Science
  • Page: 184
  • View: 2968
DOWNLOAD NOW »
In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler's account of psychopower and Warren Neidich's account of neuropower, Ash argues the aim of interface designers and publishers is the production of envelope power. Envelope power refers to the ways that interfaces in games are designed to increase users perceptual and habitual capacities to sense difference. Examining a range of examples from specific videogames, Ash identities a series of logics that are key to producing envelope power and shows how these logics have intensified over the last thirty years. In turn, Ash suggests that the logics of interface envelopes in videogames are spreading to other types of interface. In doing so life becomes enveloped as the environments people inhabit becoming increasingly loaded with digital interfaces. Rather than simply negative, Ash develops a series of responses to the potential problematics of interface envelopes and envelope power and emphasizes their pharmacological nature.

The NewMediaReader

The NewMediaReader

  • Author: Associate Professor in the Computer Science Department at the University of California Santa Cruz Noah Wardrip-Fruin,Noah Wardrip-Fruin,Nick Montfort,Associate Professor of Digital Media Nick Montfort
  • Publisher: MIT Press
  • ISBN: 9780262232272
  • Category: Social Science
  • Page: 823
  • View: 5844
DOWNLOAD NOW »
A sourcebook of historical written texts, video documentation, and working programs that form the foundation of new media. This reader collects the texts, videos, and computer programs--many of them now almost impossible to find--that chronicle the history and form the foundation of the still-emerging field of new media. General introductions by Janet Murray and Lev Manovich, along with short introductions to each of the texts, place the works in their historical context and explain their significance. The texts were originally published between World War II--when digital computing, cybernetic feedback, and early notions of hypertext and the Internet first appeared--and the emergence of the World Wide Web--when they entered the mainstream of public life. The texts are by computer scientists, artists, architects, literary writers, interface designers, cultural critics, and individuals working across disciplines. The contributors include (chronologically) Jorge Luis Borges, Vannevar Bush, Alan Turing, Ivan Sutherland, William S. Burroughs, Ted Nelson, Italo Calvino, Marshall McLuhan, Jean Baudrillard, Nicholas Negroponte, Alan Kay, Bill Viola, Sherry Turkle, Richard Stallman, Brenda Laurel, Langdon Winner, Robert Coover, and Tim Berners-Lee. The CD accompanying the book contains examples of early games, digital art, independent literary efforts, software created at universities, and home-computer commercial software. Also on the CD is digitized video, documenting new media programs and artwork for which no operational version exists. One example is a video record of Douglas Engelbart's first presentation of the mouse, word processor, hyperlink, computer-supported cooperative work, video conferencing, and the dividing up of the screen we now call non-overlapping windows; another is documentation of Lynn Hershman's Lorna, the first interactive video art installation.

Thinking about Video Games

Thinking about Video Games

Interviews with the Experts

  • Author: David S. Heineman
  • Publisher: N.A
  • ISBN: 9780253017109
  • Category: Games & Activities
  • Page: 251
  • View: 8568
DOWNLOAD NOW »
The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences. These experts and others offer fascinating perspectives on video games, game studies, gaming culture, and the game industry more broadly.

Elbows Off the Table, Napkin in the Lap, No Video Games During Dinner

Elbows Off the Table, Napkin in the Lap, No Video Games During Dinner

The Modern Guide to Teaching Children Good Manners

  • Author: Carol McD. Wallace
  • Publisher: St. Martin's Griffin
  • ISBN: 1466884789
  • Category: Reference
  • Page: 256
  • View: 4109
DOWNLOAD NOW »
Once upon a time girls stopped wearing dresses to school and put on jeans and tie-dyed T-shirts. It was the Age of Aquarius, when old rules of behavior no longer seemed to apply. But now that the flower children have children of their own, they're starting to wonder what the new rules ought to be. Manners expert Carol McD. Wallace, who has two sons of her own, comes to the rescue with a clear, contemporary guide to what today's parents should teach their children, when to teach it, and how to do so without turning their homes into boot camp. Here in Elbows Off the Table, Napkin in the Lap, No Video Games During Dinner, in the kind of knowing detail only a parent could offer, are step-by-step guides to: --Basic Training: The dawn of civilized behavior, or how to teach 3- to 5-year-olds to behave at meals, say "please" and "thank you", share, and apologize. --The Age of Reason: Refining the manners of 6- to 9-year-olds at home and abroad. --The Young Sophisticate: How to bring the manners of 10- to 12-year olds to high polish. --Manners for Parents: Everything from when it's okay to bring your child into work to privacy--your own and your children's.

Critical Digital Studies

Critical Digital Studies

A Reader, Second Edition

  • Author: Arthur Kroker,Marilouise Kroker
  • Publisher: University of Toronto Press
  • ISBN: 1442666714
  • Category: Social Science
  • Page: 624
  • View: 8929
DOWNLOAD NOW »
Since its initial publication, Critical Digital Studies has proven an indispensable guide to understanding digitally mediated culture. Bringing together the leading scholars in this growing field, internationally renowned scholars Arthur and Marilouise Kroker present an innovative and interdisciplinary survey of the relationship between humanity and technology. The reader offers a study of our digital future, a means of understanding the world with new analytic tools and means of communication that are defining the twenty-first century. The second edition includes new essays on the impact of social networking technologies and new media. A new section – “New Digital Media” – presents important, new articles on topics including hacktivism in the age of digital power and the relationship between gaming and capitalism. The extraordinary range and depth of the first edition has been maintained in this new edition. Critical Digital Studies will continue to provide the leading edge to readers wanting to understand the complex intersection of digital culture and human knowledge.

Writing Interactive Music for Video Games

Writing Interactive Music for Video Games

A Composer's Guide

  • Author: Michael Sweet
  • Publisher: Addison-Wesley Professional
  • ISBN: 0133563510
  • Category: Computers
  • Page: 512
  • View: 7053
DOWNLOAD NOW »
“This book is a must read for newcomers and experienced composers wanting to learn more about the art of video game composition.” —Chuck Doud, Director of Music, Sony Computer Entertainment Worldwide Studios All You Need to Know to Create Great Video Game Music Written by the developer of Berklee School of Music’s pioneering game scoring program, this guide covers everything professional composers and music students need to know about composing interactive music for video games, and contains exclusive tools for interactive scoring—tools that were previously available only at Berklee. Drawing on twenty years of professional experience in the game industry, Michael Sweet helps you master the unique language of music storytelling in games. Next, he walks you through the entire music composition process, from initial conceptualization and creative direction through implementation. Inside, you’ll find dozens of examples that illustrate adaptive compositional techniques, from small downloadable games to multimillion dollar console titles. In addition, this guide covers the business side of video game composition, sharing crucial advice about contracts, pricing, sales, and marketing. Coverage includes Overcoming the unique challenges of writing for games Composing music that can adapt in real time to player actions Developing thematic ideas Using audio middleware to create advanced interactive scores Working effectively with game development teams Understanding the life of a video game composer Managing contracts, rights, estimating, and negotiation Finding work The companion website contains software tools to help you master interactive music concepts explored in this book, with additional resources and links to learn more about scoring for games. See Appendix A for details.

Interactive Storytelling for Video Games

Interactive Storytelling for Video Games

Proven Writing Techniques for Role Playing Games, Online Games, First Person Shooters, and more

  • Author: Josiah Lebowitz,Chris Klug
  • Publisher: Taylor & Francis
  • ISBN: 113612733X
  • Category: Art
  • Page: 336
  • View: 5277
DOWNLOAD NOW »
What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:

Level Up! The Guide to Great Video Game Design

Level Up! The Guide to Great Video Game Design

  • Author: Scott Rogers
  • Publisher: John Wiley & Sons
  • ISBN: 1118877195
  • Category: Computers
  • Page: 552
  • View: 3628
DOWNLOAD NOW »
Want to design your own video games? Let expert Scott Rogers show you how! If you want to design and build cutting-edge video games but aren’t sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game’s pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including: Developing your game design from the spark of inspiration all the way to production Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged Creating games for mobile and console systems – including detailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with the help of brand new examples Level Up! 2nd Edition is includes all-new content, an introduction by David “God of War” Jaffe and even a brand-new chili recipe –making it an even more indispensable guide for video game designers both “in the field” and the classroom. Grab your copy of Level Up! 2nd Edition and let’s make a game!