Handbook of Computer Game Studies

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.

Author: Joost Raessens

Publisher: MIT Press (MA)

ISBN: 0262182408

Category: Computers

Page: 451

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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.

Hands on Media History

Haddon, L. (1988) “Electronic and Computer Games: The History of an Interactive
Medium”, Screen, 29(2): 52–73. Harvey, D. (1989) The ... The Handbook of
Computer Game Studies, Massachusetts, MA: MIT Press. Southern, M. (2001)
The ...

Author: Nick Hall

Publisher: Routledge

ISBN: 9781351247399

Category: Social Science

Page: 238

View: 334

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Hands on Media History explores the whole range of hands on media history techniques for the first time, offering both practical guides and general perspectives. It covers both analogue and digital media; film, television, video, gaming, photography and recorded sound. Understanding media means understanding the technologies involved. The hands on history approach can open our minds to new perceptions of how media technologies work and how we work with them. Essays in this collection explore the difficult questions of reconstruction and historical memory, and the issues of equipment degradation and loss. Hands on Media History is concerned with both the professional and the amateur, the producers and the users, providing a new perspective on one of the modern era’s most urgent questions: what is the relationship between people and the technologies they use every day? Engaging and enlightening, this collection is a key reference for students and scholars of media studies, digital humanities, and for those interested in models of museum and research practice.

What s in a Game

Negative correlates of computer game play in adolescents . ... A review of the
research evidence concerning screen violence ( video and computer games )
and violence in the real world . London ... Handbook of computer game studies .

Author: United States. Congress. Senate. Committee on the Judiciary. Subcommittee on the Constitution, Civil Rights, and Property Rights

Publisher:

ISBN: PSU:000058165607

Category: Children and violence

Page: 236

View: 533

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Computer Games and New Media Cultures

This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.

Author: Johannes Fromme

Publisher: Springer Science & Business Media

ISBN: 9789400727779

Category: Education

Page: 712

View: 908

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Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.

How to Play Video Games

The design of game mechanics, of competing strategies, and of win conditions
illustrates that games always pivot on abstractions. ... 3 William Uricchio, “
Simulation, History, and Computer Games,” in Handbook of Computer Game
Studies, ed.

Author: Nina Huntemann

Publisher: NYU Press

ISBN: 9781479827985

Category: Games & Activities

Page: 400

View: 328

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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. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, 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, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Globalization and American Popular Culture

Erkki Huhtamo, “Slots of Fun, Slots of Trouble: An Archaeology of Arcade Gaming
,” in Handbook of Computer Game Studies, ed. Joost Raeesens and Jeffrey
Goldstein (Cambridge, MA: MIT Press, 2005), 6–11. 71. Huhtamo, “Slots of Fun,”
 ...

Author: Lane Crothers

Publisher:

ISBN: 9781538142691

Category:

Page: 320

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Now in a fully updated edition, this concise book explores the ways American movies, TV, music, fast food, sports, gaming, and fashion influence globalization. Projecting the future impact of popular culture, from both the United States and elsewhere, Crothers makes a powerful argument for its central role in shaping global politics and economies.
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At Play

Game Studies : The International Journal of Computer Game Research , 4 ( 1 ) .
Retrieved from http : / / www . gamestudies . org . Jenkins , H . ( 2005 ) . Games ,
the new lively art . In J . Raessens & J . Goldstein ( Eds . ) , Handbook of
computer ...

Author: Katherine Isbister, Ph.D.

Publisher: Routledge

ISBN: STANFORD:36105123883030

Category: Psychology

Page: 84

View: 713

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At Play presents a collection of work illustrating the wide scope of intellectual dialogue surrounding digital games, as they have become a focal point for the media in recent years and have increasingly become an area of study in academia. Contributors to this special issue represent an international landscape, and include founders of the game studies area, as well as new researchers who are already infl uencing the fi eld. All of the articles are situated within important areas of communication theory and research, covering such topics as how games impact media economics and cross-media influence on the development of a new medium; the promise and challenges of games as documentary media; and the political subtext in games as it relates to the emergence of a new and ever more important form of persuasive interactive media. The range of both theoretical grounding and method of approach offered in this special

Studies in Medievalism

... Genre and the Video Game , ” in his The Medium of the Video Game ( Austin :
University of Texas , 2001 ) , 113 – 34 , revised in Joost Raessens and Jeffrey
Goldstein , ed . , Handbook of Computer Game Studies ( Cambridge , MA : MIT ...

Author:

Publisher:

ISBN: STANFORD:36105129041765

Category: Civilization, Medieval

Page:

View: 518

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Computer Games as a Sociocultural Phenomenon

Galloway , Alexander R . ( 2004 ) “ Social Realism in Gaming ' , Game Studies 4 (
1 ) . http : / / www . gamestudies . org ... in : Joost Raessens and Jeffrey Goldstein
( eds ) Handbook of Computer Game Studies ( Cambridge , MA : MIT Press ) ...

Author: Andreas Jahn-Sudmann

Publisher: Palgrave MacMillan

ISBN: UOM:39015076175549

Category: Games & Activities

Page: 229

View: 807

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In the course of their increasing sociocultural importance, the academic interest in computer games has been growing considerably in the last years. This profound anthology comprehensibly introduces latest approaches in the central fields of game studies and provides an extensive survey of the contemporary game culture. Internationally renowned media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games and present new concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment.

This Might be a Game

Cloudmakers Discussion . 24 July 2001 . http://groups.yahoo.com/group/
cloudmakers/message/ 42166 Access 1 June 2006 . Rushkoff , Douglas . “
Renaissance Now ! The Gamers ' Perspective . ” Handbook of Computer Game
Studies .

Author: Jane Evelyn McGonigal

Publisher:

ISBN: UCAL:C3507438

Category:

Page: 1116

View: 475

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Teaching Learning Landscape

His work highlights the Handbook of Computer Game Studies , edited by Joost
value of games in the educational process , in both Raessens and Jeffrey
Goldstein , 267 -279 . Cambridge : theory and practice . Another prominent
author , MIT ...

Author: Council of Educators in Landscape Architecture. Meeting

Publisher:

ISBN: WISC:89107627390

Category: Landscape architecture

Page: 300

View: 342

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Intelligent Information Technologies

In J . Raessens & J . Goldstein ( Eds . ) , Handbook of computer game studies (
pp . 373 - 388 . ) . Cambridge , MA : MIT Press . Salen , K . , & Zimmerman , E . (
2004 ) . Rules of play : Game design fundamentals . Cambridge , MA : MIT Press .

Author: Vijayan Sugumaran

Publisher:

ISBN: 1599049414

Category: Artificial intelligence

Page: 2413

View: 982

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"This collection compiles research to drive further evolution and innovation of these next-generation technologies and their applications, of which the scientific, technological, and commercial communities have only begun to scratch the surface. It is an essential reference acquisition for any library seeking to cover the leading edge of technological innovations"--Provided by publisher.

The Effect of Learning Type and Avatar Similarity on Learning Outcomes in Educational Video Games

Research Quarterly for Exercise and Sport , 63 , 25– 29 . Prensky , M. ( 2005 ) .
Computer games and learning : Digital game - based learning . In J. Raessens &
J. Goldstein ( Eds . ) , Handbook of Computer Game Studies ( pp . 97-122 ) .

Author: Melissa L. Lewis

Publisher:

ISBN: MSU:31293030625812

Category: Avatars (Virtual reality)

Page: 210

View: 346

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Thinking Otherwise

In Handbook of Computer Game Studies , ed . Joost Raessens and Jeffrey
Goldstein , 145 – 160 . Cambridge , MA : MIT Press , 2005 . Haber , Karen , ed .
Exploring the Matrix : Visions of the Cyber Present . New York : St . Martin ' s
Griffin ...

Author: David J. Gunkel

Publisher: Duquesne

ISBN: 1557534365

Category: Language Arts & Disciplines

Page: 228

View: 899

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Thinking Otherwise is a unique and revealing look at the philosophical dimensions of information and communication technology (ICT). Among thinkers, the importance of what transpires within the virtual world is the effect these activities have on real human beings who exist outside of and beyond the computer-generated virtual environment. Obviously, the result of ICT interactions can lead to good or bad outcomes. Gunkel, however, is not concerned about deciding which argument is more compelling, but how these arguments are organised, articulated and configured. This approach entails challenging, criticizing and even changing the terms and conditions of the discourse itself. For example, the binary nature of computer logic tends to colour debate about subsequent issues by portraying each side as the antithesis of the other. That is, the switch is turned on or off. Thinking Otherwise investigates the unique quandaries, complications and possibilities introduced by a form of otherness that veils, through technology, the identity of the Other. Therefore, Gunkel formulates alternative ways of proceeding to take into account additional forms of otherness. Gunkel submits traditional forms of philosophical reasoning to a critical reevaluation caused by opportunities made available with information technology and also develops alternative ways of thinking that are oriented otherwise.

American Journal of Play

Handbook of computer game studies . Salen , Katie , and Eric Zimmerman . 2004
, first published 2003. Rules of play : Game design fundamentals . Schleppegrell ,
Mary J. 2001. Linguistic features of the language of schooling . Linguistics and ...

Author:

Publisher:

ISBN: PSU:000059797722

Category: Play

Page:

View: 175

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Try Again

William Unicchio ' s essay , Simulation , history and computer games , in ed .
Joost Raessens and Jeffrey Goldstein ' s , Handbook of Computer Game Studies
. ( The Mit Press , Cambridge and London , 2005 ) . The conclusion of Alain and ...

Author: Juan Antonio Alvarez Reyes

Publisher: LA Casa Encendida

ISBN: UCSD:31822037183134

Category: Art

Page: 224

View: 434

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Curated by Juan Antonio Alvarez Reyes, the event is designed as a global project including the exhibition itself, a video programme, a variety of performances and concerts, and a series of films, all of which aim to showcase the work of approximately 30 creators (visual artists, film directors and musicians) who use video games as a primary material to demonstrate how it is just as natural to modify games as play with them. The exhibition will comprise installations, mono-channel videos and interactive video games, which will enable viewers to gain an insight into a selection of these works based on the concepts of simulation, violence and risk. All themes that form part of the essence of this genre, here they are examined in relation to different theories and from the varying perspectives of the participating artists.
Posted in: Art

Historical Representation and Historical Truth

66 Ironically , however , these critics make their argument on the basis of a
textualization of the game ; that is , they reify " play ... William Uricchio , “
Simulation , History , and Computer Games , ” in Handbook of Computer Game
Studies , ed .

Author: Wulf Kansteiner

Publisher:

ISBN: STANFORD:36105131944964

Category: Collective memory

Page: 137

View: 129

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Role Playing Game Studies

This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume.

Author: Sebastian Deterding

Publisher: Routledge

ISBN: 9781317268314

Category: Games & Activities

Page: 484

View: 275

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This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.

From Diversion to Subversion

Game Studies is not to be confused with the branch of applied mathematics
known as Game Theory , though there are ... Joost Raessens and Jeffrey H.
Goldstein , Handbook of Computer Game Studies ( Cambridge : MIT Press , 2005
) ; Ian ...

Author: David Getsy

Publisher: Penn State Press

ISBN: 0271037032

Category: Art

Page: 215

View: 738

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"Examines the wide-ranging influence of games and play on the development of modern art in the twentieth century"--Provided by publisher.
Posted in: Art

Handbook of Research on Effective Electronic Gaming in Education

"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research.

Author: Ferdig, Richard E.

Publisher: IGI Global

ISBN: 9781599048116

Category: Technology & Engineering

Page: 1762

View: 336

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"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.