Fans and Videogames

Fans and Videogames

Author: Melanie Swalwell

Publisher: Routledge

Published: 2017-03-03

Total Pages: 318

ISBN-13: 1317191900

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This anthology addresses videogames long history of fandom, and fans’ important role in game history and preservation. In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. Gamers are active creators in generating meaning; they are creators of media texts they share with other fans (mods, walkthroughs, machinima, etc); and they have played a central role in curating and preserving games through activities such as their collective work on: emulation, creating online archives and the forensic archaeology of code. This volume brings together essays that explore game fandom from diverse perspectives that examine the complex processes at work in the phenomenon of game fandom and its practices. Contributors aim to historicize game fandom, recognize fan contributions to game history, and critically assess the role of fans in ensuring that game culture endures through the development of archives.


Fans, Bloggers, and Gamers

Fans, Bloggers, and Gamers

Author: Henry Jenkins

Publisher: NYU Press

Published: 2006

Total Pages: 287

ISBN-13: 081474284X

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Henry Jenkins's pioneering work in the early 1990s promoted the idea that fans are among the most active and socially connected consumers of popular culture. This volume maps the core theoretical and methodological issues in Fan Studies, and also charts the growth of participatory culture on the web.


The NES Endings Compendium: Years 1985 - 1988

The NES Endings Compendium: Years 1985 - 1988

Author: Rey Esteban

Publisher:

Published: 2021-05-17

Total Pages: 132

ISBN-13:

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Presented by The Video Game Museum, The NES Endings Compendium presents the endings of Nintendo Entertainment System games from 1985 and 1988. Revisit the memories of completing games like Super Mario Bros., Contra. Castlevania, Blaster Master, Bionic Commando, and many others, all presented in a nostalgic style patterned after 1980s video game magazines!


After the Fall: An AFK Book (RWBY, Book 1)

After the Fall: An AFK Book (RWBY, Book 1)

Author: E. C. Myers

Publisher: Scholastic Inc.

Published: 2019-06-25

Total Pages: 248

ISBN-13: 1338497138

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In the future-fantasy world of RWBY, Rooster Teeth's hit animated webseries, teens train to become warriors. Join the fight in this epic official, original novel from EC Myers and RWBY's head writers! Trouble is brewing . . .After Beacon Academy fell, Coco, Fox, Velvet, and Yatsuhashi made a vow: No one else is getting left behind. It's been more than a year since Team CFVY saw their school destroyed by the creatures of Grimm, their friends felled in battle or scattered across the world of Remnant. Since then, they've been settling into life at Shade Academy in Vacuo, fighting hard to finish their training so they can find their friends and save their world.When a distress message comes into Shade, asking for huntsmen and huntresses to defend refugees from a never-ending stream of Grimm, Team CFVY answers the call without hesitation. But in the heat of the desert, they're forced to relive their former battles, both from the fall of Beacon and from everything that came before.Don't miss this exclusive original story straight from award-winning author E.C. Myers and RWBY's head writers, Kerry Shawcross and Miles Luna!


Trapped in a Video Game

Trapped in a Video Game

Author: Dustin Brady

Publisher: Andrews McMeel Publishing

Published: 2018-04-10

Total Pages: 132

ISBN-13: 1449496261

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Jesse Rigsby hates video games—and for good reason. You see, a video game character is trying to kill him. After getting sucked in the new game Full Blast with his friend Eric, Jesse starts to see the appeal of vaporizing man-size praying mantis while cruising around by jet pack. But pretty soon, a mysterious figure begins following Eric and Jesse, and they discover they can't leave the game. If they don't figure out what's going on fast, they'll be trapped for good! With black-and-white illustrations throughout and a cliff hanger at the end of every chapter, this is a great series for kids who think they don’t like to read!


Arcade Fever The Fan's Guide To The Golden Age Of Video Games

Arcade Fever The Fan's Guide To The Golden Age Of Video Games

Author: John Sellers

Publisher: Running Press

Published: 2001-08-21

Total Pages: 164

ISBN-13: 9780762409372

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Arcade Fever is a full-color illustrated history of video arcade games, with tributes to more than 50 classic games like Pong, Space Invaders, Pac Man, Q-Bert, Frogger, and TRON. Learn which game caused a yen shortage in Japan -- and which games inspired breakfast cereals, Saturday-morning cartoons, episodes of Seinfeld,and #1 pop-music singles. Meet the visionary musicians, writers, animators, cabinet artists, and other unsung heroes of the video game industry. The perfect gift for anyone who spent their childhood in video arcades, Arcade Fever is a pop-culture nostalgia trip you won't want to miss! John Sellers writes for Entertainment Weekly, Premiere, TV Guide, and other national magazines. He is also the author of Pop Culture Aptitude Test: Rad, 80s Version. He was the World Champion of Donkey Kong in 1983 and appeared on the television show "That's Incredible!"


How to Do Things with Videogames

How to Do Things with Videogames

Author: Ian Bogost

Publisher: U of Minnesota Press

Published: 2011-08-05

Total Pages: 194

ISBN-13: 145293312X

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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.


Videogame Sciences and Arts

Videogame Sciences and Arts

Author: Nelson Zagalo

Publisher: Springer Nature

Published: 2019-12-26

Total Pages: 282

ISBN-13: 3030379833

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This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.


Fans, Bloggers, and Gamers

Fans, Bloggers, and Gamers

Author: Henry Jenkins

Publisher: NYU Press

Published: 2006

Total Pages: 298

ISBN-13: 9780814742853

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Henry Jenkins's pioneering work in the early 1990s promoted the idea that fans are among the most active and socially connected consumers of popular culture. This volume maps the core theoretical and methodological issues in Fan Studies, and also charts the growth of participatory culture on the web.


Videogames

Videogames

Author: James Newman

Publisher: Routledge

Published: 2004-07-31

Total Pages: 216

ISBN-13: 1134460422

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Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog are familiar even to those who've never been near a games console. Topics covered include: What is a videogame? Why study videogames? a brief history of videogames, from Pac-Man to Pokémon the videogame industry Who plays videogames? Are videogames bad for you? the narrative structure of videogames the future of videogames