Video Game Spaces

Author: Michael Nitsche
Editor: MIT Press
ISBN: 0262293013
Size: 10,29 MB
Format: PDF, Mobi
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An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

Thought Provoking Play Political Philosophies In Science Fictional Videogame Spaces From Japan

Author: Martin Roth
Editor: Lulu.com
ISBN: 1387438808
Size: 13,67 MB
Format: PDF, ePub, Mobi
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This book considers videogames as spaces of political philosophy. Emerging from a negotiation between designers, player and computer, they prompt us to rethink life in common and imagine alternatives to the status quo. Several case studies on science fictional videogames from Japan serve to demonstrate this potential for thought-provoking play.

Time And Space In Video Games

Author: Federico Alvarez Igarzábal
Editor: transcript Verlag
ISBN: 3839447135
Size: 12,48 MB
Format: PDF, Mobi
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Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.

Architectonics Of Game Spaces

Author: Andri Gerber
Editor: transcript Verlag
ISBN: 3839448026
Size: 18,44 MB
Format: PDF, Mobi
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What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate.

Video Games And The Mind

Author: Bernard Perron
Editor: McFarland
ISBN: 1476626278
Size: 11,22 MB
Format: PDF, ePub, Mobi
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Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming—the video game experience itself—and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.

The Ashgate Research Companion To Media Geography

Author: Dr Paul C Adams
Editor: Ashgate Publishing, Ltd.
ISBN: 1409444015
Size: 17,23 MB
Format: PDF, Kindle
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This Companion provides an authoritative source for scholars and students of the nascent field of media geography. By indicating the sub-discipline’s evolution and hinting at its future, this volume not only serves to encapsulate what geographers have learned about media but also will help to set the agenda for expanding this type of interdisciplinary exploration. The contributors - leading scholars in this field - not only review the existing literature, but also articulate arguments about where the future might take media geography scholarship.

Social Exclusion Power And Video Game Play

Author: David G. Embrick
Editor: Lexington Books
ISBN: 073913860X
Size: 13,59 MB
Format: PDF, Mobi
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"We divide this book into three major sections that address major issues of social exclusion, power and liberatory fantasies in virtual play. The first section, social-psychological implications of virtual gameplay, highlights recent research that examines how the virtual realms of MMORPGs and other games shape emotion and influence social interactions between players within the game. Section two features studies that entertain questions on the marketing of race and gender stereotypes in video games and how (and if) traditional forms of social inequality are reproduced or contested in virtual realms. Finally, section three offers insight on game fans and virtual play. Specifically, the contributions in this section explore the relationship between software developers and game fans"--

Portable Play In Everyday Life The Nintendo Ds

Author: Samuel Tobin
Editor: Springer
ISBN: 1137396598
Size: 14,47 MB
Format: PDF, Kindle
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People play mobile games everywhere and at any time. Tobin examines this media practice through the players directly using the lens of the players and practice of the Nintendo DS system. He argues for the primacy of context for understanding how digital play functions in today's society, emphasizing location, "killing-time," and mobile communities.

The Wow Climax

Author: Henry Jenkins
Editor: NYU Press
ISBN: 0814742831
Size: 11,20 MB
Format: PDF, ePub
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White Cargo is the forgotten story of the thousands of Britons who lived and died in bondage in Britain’s American colonies. In the seventeenth and eighteenth centuries, more than 300,000 white people were shipped to America as slaves. Urchins were swept up from London’s streets to labor in the tobacco fields, where life expectancy was no more than two years. Brothels were raided to provide “breeders” for Virginia. Hopeful migrants were duped into signing as indentured servants, unaware they would become personal property who could be bought, sold, and even gambled away. Transported convicts were paraded for sale like livestock. Drawing on letters crying for help, diaries, and court and government archives, Don Jordan and Michael Walsh demonstrate that the brutalities usually associated with black slavery alone were perpetrated on whites throughout British rule. The trade ended with American independence, but the British still tried to sell convicts in their former colonies, which prompted one of the most audacious plots in Anglo-American history. This is a saga of exploration and cruelty spanning 170 years that has been submerged under the overwhelming memory of black slavery. White Cargo brings the brutal, uncomfortable story to the surface.

Virtually Sacred

Author: Robert M. Geraci
Editor: Oxford University Press
ISBN: 0199379971
Size: 12,60 MB
Format: PDF, ePub, Mobi
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Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.