Mazes in Videogames

Mazes in Videogames

Author: Alison Gazzard

Publisher: McFarland

Published: 2013-04-17

Total Pages: 191

ISBN-13: 0786492929

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From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.


Activity Box

Activity Box

Author: Jean Greenwood

Publisher: Cambridge University Press

Published: 1997-03-06

Total Pages: 132

ISBN-13: 9780521498708

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A resource book for teachers of young learners.


Standing in the Shadow of the Master? Chaucerian Influences and Interpretations

Standing in the Shadow of the Master? Chaucerian Influences and Interpretations

Author: Kathleen A. Bishop with a Foreword by David Matthews

Publisher: Cambridge Scholars Publishing

Published: 2020-05-22

Total Pages: 330

ISBN-13: 1527553299

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Standing in the Shadow of the Master? Chaucerian Influences and Interpretations grew out of a session at the 2008 International Medieval Congress at the University of Leeds. In this volume Editor Kathleen A. Bishop brings together a collection of essays contributed by a talented and diverse group of scholars from the United States, Canada, and Europe. The articles question the traditional supremacy of Chaucer in the canon while also reaffirming the lasting impact of this great English writer of the Middle Ages. Topics covered include Shakespeare, Lydgate, Gower, Henryson, Douglas, Clanvowe, Bokenham, and the Gawain Poet, as well as a modern psychoanalytic assessment of the Wife of Bath, and a dialogue on making Chaucer relevant to undergraduates immersed in 21st century culture.


In-Game

In-Game

Author: Gordon Calleja

Publisher: MIT Press

Published: 2011-05-13

Total Pages: 235

ISBN-13: 0262015463

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An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion—a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases—the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay—as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation—a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.


10 PRINT CHR$(205.5+RND(1)); : GOTO 10

10 PRINT CHR$(205.5+RND(1)); : GOTO 10

Author: Nick Montfort

Publisher: MIT Press

Published: 2014-08-29

Total Pages: 323

ISBN-13: 0262526743

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A single line of code offers a way to understand the cultural context of computing. This book takes a single line of code—the extremely concise BASIC program for the Commodore 64 inscribed in the title—and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.


Architecture

Architecture

Author: Martin van der Linden

Publisher: Springer Nature

Published: 2021-03-12

Total Pages: 288

ISBN-13: 9813346582

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The question of what architecture is answered in this book with one sentence: Architecture is space created for human activities. The basic need to find food and water places these activities within a larger spatial field. Humans have learned and found ways to adjust to the various contextual difficulties that they faced as they roamed the earth. Thus rather than adapting, humans have always tried to change the context to their activities. Humanity has looked at the context not merely as a limitation, but rather as a spatial situation filled with opportunities that allows, through intellectual interaction, to change these limitations. Thus humanity has created within the world their own contextual bubble that firmly stands against the larger context it is set in. The key notion of the book is that architecture is space carved out of and against the context and that this process is deterministic.


Multimedia

Multimedia

Author: Randall Packer

Publisher: W. W. Norton & Company

Published: 2002

Total Pages: 502

ISBN-13: 9780393323757

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"I recommend this book to you with an earnestness that I have seldom felt for any collection of historic texts," writes William Gibson in his foreword.


The Carceral Network in Ireland

The Carceral Network in Ireland

Author: Fiona McCann

Publisher: Springer Nature

Published: 2020-06-26

Total Pages: 295

ISBN-13: 3030421848

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This book examines the forms and practices of Irish confinement from the 19th century to present-day to explore the social and political failings of 20th and 21st century postcolonial Ireland. Building on an interdisciplinary conference held in the Crumlin Road Gaol, Belfast, the methodological approaches adopted across this book range from the historical and archival to the sociological, political, and literary. This edited collection touches on topics such as industrial schools, Magdalen laundries, struggles and resistance in prisons both North and South, Direct Provision, and the ways in which prison experiences have been represented in literature, cinema, and the arts. It sketches out an uncomfortable picture of the techniques for policing bodies deployed in Ireland for over a century. This innovative study seeks to establish a link between Ireland’s inhumane treatment of women and children, of prisoners, and of asylum seekers today, and to expose and pinpoint modes of resistance to these situations.


Ruskin's Maze

Ruskin's Maze

Author: Jay Fellows

Publisher: Princeton University Press

Published: 2014-07-14

Total Pages: 320

ISBN-13: 1400853982

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Professor Fellows presents a map of Ruskin's mind as it shifts from conditions of mastery to madness. In his study, he examines and transcribes the ways in which Ruskin observed his dislocation of imagination and shows how, in the very process of disintegration; he was enabled by his peculiar genius to transform the effects on his language and conceptualization into new forms of articulation under pain. Originally published in 1981. The Princeton Legacy Library uses the latest print-on-demand technology to again make available previously out-of-print books from the distinguished backlist of Princeton University Press. These editions preserve the original texts of these important books while presenting them in durable paperback and hardcover editions. The goal of the Princeton Legacy Library is to vastly increase access to the rich scholarly heritage found in the thousands of books published by Princeton University Press since its founding in 1905.