Indie Games in the Digital Age

Indie Games in the Digital Age

Author: M.J. Clarke

Publisher: Bloomsbury Publishing USA

Published: 2020-04-16

Total Pages: 238

ISBN-13: 1501356445

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A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.


Gamergate and Anti-Feminism in the Digital Age

Gamergate and Anti-Feminism in the Digital Age

Author: Jessica O'Donnell

Publisher: Springer Nature

Published: 2022-10-13

Total Pages: 256

ISBN-13: 3031140575

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This book provides an in-depth, feminist and sociological analysis of Gamergate, a major social movement and anti-feminist harassment campaign. Gamergate provides a clear example of both how a modern anti-feminist ‘backlash’ is enacted, and how feminists in the digital age respond. Chapters connect Gamergate to the broader Men’s Rights Activism (MRA) political movement, examining men’s anxieties surrounding what they see as an erosion of male privilege, their conflation of privilege with rights, as well as their use of social media to harass and attack women as a response to their perceived oppression. Likewise, the author analyses the online strategies used by feminists to respond to this backlash, how social media is harnessed to build a feminist movement, the effectiveness of these online strategies, and the parallels that these actions have with those from previous waves of feminism. Finally, the author reflects on what has changed with regards to MRA, online harassment, and digital feminism after the height of Gamergate. This book will be of interest to scholars in Gender Studies, Sociology, and Media Studies.


Literature in the Digital Age

Literature in the Digital Age

Author: Adam Hammond

Publisher: Cambridge University Press

Published: 2016-03-03

Total Pages: 255

ISBN-13: 1316483185

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Literature in a Digital Age: An Introduction guides readers through the most salient theoretical, interpretive, and creative possibilities opened up by the shift to digital literary forms such as e-books, digital archives, and electronic literature. While Digital Humanities (DH) has been hailed as the 'next big thing' in literary studies, many students and scholars remain perplexed as to what a DH approach to literature entails, and skeptical observers continue to see literature and the digital world as fundamentally incompatible. In its argument that digital and traditional scholarship should be placed in dialogue with each other, this book contextualizes the advent of the digital in literary theory, explores the new questions readers can ask of texts when they become digitized, and investigates the challenges that fresh forms of born-digital fiction pose to existing models of literary analysis.


Virtual Identities and Digital Culture

Virtual Identities and Digital Culture

Author: Victoria Kannen

Publisher: Taylor & Francis

Published: 2023-02-28

Total Pages: 275

ISBN-13: 1000843084

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Virtual Identities and Digital Culture investigates how our online identities and cultures are embedded within the digital practices of our lives, exploring how we form community, how we play, and how we re-imagine traditional media in a digital world. The collection explores a wide range of digital topics – from dating apps, microcelebrity, and hackers to auditory experiences, Netflix algorithms, and live theatre online – and builds on existing work in digital culture and identity by bringing new voices, contemporary examples, and highlighting platforms that are emerging in the field. The book speaks to the modern reality of how our digital lives have been forever altered by our transnational experiences – one of those key experiences is the pandemic, but so too is systemic inequality, questions of digital privacy, and the role of joy in our online lives. A vital contribution at a time of significant social and cultural flux, this book will be highly relevant to those studying digital culture within media, communication, cultural studies, digital humanities, and sociology departments.


Music and Sonic Environments in Video Games

Music and Sonic Environments in Video Games

Author: Kate Galloway

Publisher: Taylor & Francis

Published: 2024-11-06

Total Pages: 222

ISBN-13: 1040135374

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Music and Sonic Environments in Video Games brings together a range of perspectives that explore how music and sound in video games interact with virtual and real environments, often in innovative and unexpected ways. Drawing on a range of game case studies and disciplinary perspectives, the contributors consider the sonic environment in games as its own storytelling medium. Highlighting how dynamic video game soundscapes respond to players’ movements, engage them in collaborative composition, and actively contribute to worldbuilding, the chapters discuss topics including genre conventions around soundscape design, how sonic environments shape players’ perceptions, how game sound and music model ecological processes and nonhuman relationships, and issues of cultural and geographic representation. Together, the essays in this volume bring game music and sound into the environmental humanities and transform our understanding of sonic environments as an essential part of storytelling in interactive media. Engaging a wide variety of game genres and communities of play, this book will be of interest to students and scholars of music, media studies, critical game studies, popular culture, and sound studies.


The Videogame Industry Does Not Exist

The Videogame Industry Does Not Exist

Author: Brendan Keogh

Publisher: MIT Press

Published: 2023-04-18

Total Pages: 267

ISBN-13: 0262545403

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Understanding the precarious reality of videogame production beyond the corporate blockbuster studios of North America—with insights from 400+ game developers. The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom—in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist presents a much more accurate and nuanced picture of how the vast majority of videogame-makers work—a picture that reveals the diverse and precarious communities, identities, and approaches that make videogame production a significant cultural practice. Drawing on insights provided by over 400 game developers across Australia, North America, Europe, and Southeast Asia, Brendan Keogh develops a new framework for understanding videogame production as a cultural field in all its complexity. Part-time hobbyists, aspirational students, client-facing contractors, struggling independents, artist collectives, and tightly knit local scenes—all have a place within this model. But proponents of non-commercial game making don't exist in isolation; Keogh shows how they and their commercial counterparts are deeply interconnected and codependent in the field of videogame production. A cultural intervention, The Videogame Industry Does Not Exist challenges core assumptions about videogame production—ideas about creativity, professionalism, labor, diversity, education, globalization, and community. Its in-depth, complex portrayal suggests new ways of seeing, and engaging in, the videogame industry that really does exist.


The History and Allure of Interactive Visual Novels

The History and Allure of Interactive Visual Novels

Author: Mark Kretzschmar

Publisher: Bloomsbury Publishing USA

Published: 2023-06-15

Total Pages: 273

ISBN-13: 150136863X

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Visual novels (VNs), a ludic video game genre that pairs textual fiction stories with anime-like images and varying degrees of interactivity, have increased in popularity among Western audiences in recent years. Despite originating in Japan, these stories have made their way into global culture as a genre accessible for both play and creation with wide-ranging themes from horror and loneliness to sexuality. The History and Allure of Interactive Visual Novels begins with a comprehensive overview of the visual novel genre and the cultural evolution that led to its rise, then explains the tropes and appeal of subgenres like bishojo (cute girl games), detective games, horror, and eroge (erotic games). Finally, the book explores the future of the genre in both user-generated games and games from other genres that liberally borrow both narrative and ludological themes from visual novels. Whether you're a long-standing fan of the genre or a newcomer looking for a fresh experience, The History and Allure of Interactive Visual Novels will provide an accessible and critically engaging overview of a genre that is rich in storytelling yet often overlooked.


Play like a Feminist.

Play like a Feminist.

Author: Shira Chess

Publisher: MIT Press

Published: 2020-08-18

Total Pages: 182

ISBN-13: 0262044382

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An important new voice provides an empowering look at why video games need feminism—and why all of us should make space for more play in our lives. You play like a girl: It’s meant to be an insult, accusing a player of subpar, un-fun playing. If you’re a girl, and you grow up, do you “play like a woman”—whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Playing like a feminist is empowering and disruptive—it exceeds the boundaries of gender yet still advocates for gender equality. Roughly half of all players identify as female, and “Gamergate” galvanized many of gaming’s disenfranchised voices. Chess argues games are in need of a creative platform-expanding, metaphysical explosion—and feminism can take us there. She reflects on the importance of play, playful protest, and how feminist video games can help us rethink the ways that we tell stories. Feminism needs video games as much as video games need feminism. Play and games can be powerful. Chess’s goal is for all of us—regardless of gender orientation, ethnicity, ability, social class, or stance toward feminism—to spend more time playing as a tool of radical disruption.


Independent Videogames

Independent Videogames

Author: Paolo Ruffino

Publisher: Routledge

Published: 2020-10-07

Total Pages: 280

ISBN-13: 1000201155

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Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.


The Authoring Problem

The Authoring Problem

Author: Charlie Hargood

Publisher: Springer Nature

Published: 2023-01-01

Total Pages: 344

ISBN-13: 3031052145

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Authoring, its tools, processes, and design challenges are key issues for the Interactive Digital Narrative (IDN) research community. The complexity of IDN authoring, often involving stories co-created by procedures and user interaction, creates confusion for tool developers and raises barriers for new authors. This book examines these issues from both the tool designer and the author’s perspective, discusses the poetics of IDN and how that can be used to design authoring tools, explores diverse forms of IDN and their demands, and investigates the challenges around conducting research on IDN authoring. To address these challenges, the chapter authors incorporate a range of interdisciplinary perspectives on ‘The Authoring Problem’ in IDN. While existing texts provide ‘how-to’ guidance for authors, this book is a primer for research and practice-based investigations into the authoring problem, collecting the latest thoughts about this area from key researchers and practitioners.