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Videogames


Videogames
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Understanding Video Games


Understanding Video Games
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Author : Simon Egenfeldt-Nielsen
language : en
Publisher: Routledge
Release Date : 2019-09-11

Understanding Video Games written by Simon Egenfeldt-Nielsen and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-09-11 with Social Science categories.


From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming. In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, this new edition is an indispensable resource for students, scholars, and teachers interested in examining the ways video games continue to reshape entertainment and society.



What Is A Game


What Is A Game
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Author : Gaines S. Hubbell
language : en
Publisher: McFarland
Release Date : 2020-02-28

What Is A Game written by Gaines S. Hubbell and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-02-28 with Games & Activities categories.


What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.



Unboxing Japanese Videogames


Unboxing Japanese Videogames
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Author : Martin Roth
language : en
Publisher: MIT Press
Release Date : 2025-02-25

Unboxing Japanese Videogames written by Martin Roth and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-02-25 with Games & Activities categories.


A new perspective on the spatial complexity and plurality of Japanese videogames. Unboxing Japanese Videogames uncovers the complex and plural spatialities of commercial videogames published in Japan between 1985 and 2015. Rejecting the “boxing” inherent in the phrase “Japanese videogames,” Martin Roth explores a series of spatialities that unfold in videogame production and distribution. The book develops a notion of spatialization that is applied in the analysis of contents or genre distributions in Japan, the US, the UK, Germany, and France, the distribution of videogame works across different important markets, the geography of actors involved in videogame production and their gradual spatialization over time, and the functional spatialization of game production across a diverse range of platforms. This book is the first English-language study to provide an overview of the subject and also the first to explore the spatial history of FromSoftware games. It stands out because it does so quantitatively, offering a macro-perspective on the field of commercial videogames instead of relying on sales statistics or case studies. In addition to a wide range of related scholarship in English, the book engages actively with scholarship and other relevant resources in Japanese. Over thirty visualizations make the findings of the book tangible and invite the reader to explore the spatial complexity of commercial videogames further.



Video Games As Culture


Video Games As Culture
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Author : Daniel Muriel
language : en
Publisher: Routledge
Release Date : 2018-03-14

Video Games As Culture written by Daniel Muriel and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-03-14 with Social Science categories.


Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.



Best Before


Best Before
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Author : James A. Newman
language : en
Publisher: Routledge
Release Date : 2012

Best Before written by James A. Newman and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Games & Activities categories.


Despite record sales and an ever-growing global industry, the simple fact is that videogames are disappearing. Most obviously, the physical deterioration of discs, cartridges, consoles and controllers means that the data and devices will crumble to dust and eventually will be lost forever. However, there is more to the disappearance of videogames than plastic corrosion and bit rot. Best Beforeexamines how the videogames industry's retail, publishing, technology design, advertising and marketing practices actively produce obsolescence, wearing out and retiring old games to make way for the always new, just out of reach, 'coming soon' title and 'next generation' platform. Set against the context of material deterioration and the discursive production of obsolescence, Best Beforeexamines the conceptual and practical challenges faced within the nascent field of game preservation. Understanding videogames as rich, complex and mutable texts and experiences that are supported and sustained by cultures of gameplay and fandom, Best Beforeconsiders how - and even whether - we might preserve and present games for future generations.



The Comic Book Story Of Video Games


The Comic Book Story Of Video Games
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Author : Jonathan Hennessey
language : en
Publisher: Ten Speed Graphic
Release Date : 2017-10-03

The Comic Book Story Of Video Games written by Jonathan Hennessey and has been published by Ten Speed Graphic this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-10-03 with Comics & Graphic Novels categories.


A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.



Playing With Videogames


Playing With Videogames
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Author : James Newman
language : en
Publisher: Routledge
Release Date : 2008-08-18

Playing With Videogames written by James Newman and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-08-18 with Social Science categories.


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 have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.



Levelling Up The Cultural Impact Of Contemporary Videogames


Levelling Up The Cultural Impact Of Contemporary Videogames
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Author : Brittany Kuhn
language : en
Publisher: BRILL
Release Date : 2019-01-04

Levelling Up The Cultural Impact Of Contemporary Videogames written by Brittany Kuhn and has been published by BRILL this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-01-04 with Social Science categories.


This volume was first published by Inter-Disciplinary Press in 2016. Videogames have come a long way from Super Mario Bros and Pong. After thirty years of technological advancements and academic criticisms, videogames have become a fertile ground for social change and virtual identity creation. Where big game companies like Bioware, Bethesda, and Rockstar Games have begun to include more inclusive narratives, independent game companies are beginning to delve into the field of ‘serious games,’ capitalising on the popularity and prevalence of social networking to inspire and assist non-game-related fields. While all of this is happening, a new subculture has become to dominate social media: that of the fanboy and the Let’s Play YouTube video phenomenon. It is a dynamic time in videogame studies, from the perspective of player, designer and theorist. However, with the advent of virtual reality, the question remains: where will videogames, and subsequently our society, ‘level up’ to next?



Examining The Evolution Of Gaming And Its Impact On Social Cultural And Political Perspectives


Examining The Evolution Of Gaming And Its Impact On Social Cultural And Political Perspectives
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Author : Valentine, Keri Duncan
language : en
Publisher: IGI Global
Release Date : 2016-06-20

Examining The Evolution Of Gaming And Its Impact On Social Cultural And Political Perspectives written by Valentine, Keri Duncan and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-06-20 with Computers categories.


With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.



1001 Video Games You Must Play Before You Die


1001 Video Games You Must Play Before You Die
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Author : Tony Mott
language : en
Publisher: National Geographic Books
Release Date : 2010-10-26

1001 Video Games You Must Play Before You Die written by Tony Mott and has been published by National Geographic Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-10-26 with Games & Activities categories.


For devoted gamers as well as those interested in groundbreaking graphic design, this is the first, most comprehensive, and only critical guide ever published to video games. The video game has arrived as entertainment and as an art form. This is the first serious critical evaluation ever published of the best video games and is a testament to the medium’s innovativeness and increasing emphasis on aesthetics. Organized chronologically and for all platforms (PC, Xbox, PlayStation, etc.) and covering all genres from the bold (Grand Theft Auto and Halo) and dark (Resident Evil and Silent Hill) to the spiritual (Final Fantasy) and whimsical (Legend of Zelda), the book traces the video game from the rough early days of Pong to the latest visual fantasia.