A Performative Feel for the Game

A Performative Feel for the Game

Author: Trygve B. Broch

Publisher: Springer Nature

Published: 2019-12-21

Total Pages: 218

ISBN-13: 3030351297

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Applying a cultural sociology of performance, this book interrogates how the meaning of sport intersects with gender. Trygve B. Broch points out uncertainties in the causal arguments made by key figures in the cultural studies tradition, instead advancing a meaning-centered study of sports as involving both a social and an athletic performance. Sports not only reflect or reverse social realities, but capture and keep our attention when we use and experience them as a means to reflect on social life, injustice, and hierarchy. More specifically, blending approaches from media studies with ethnography, Broch explores the women-dominated sport of handball in Norway, a country that considers gender equality a basis of democracy. As such, the analyses here show how broadly available meanings about sameness and equality are mediated and experienced through a performative feel for the game.


Game Feel

Game Feel

Author: Steve Swink

Publisher: CRC Press

Published: 2008-10-13

Total Pages: 377

ISBN-13: 1482267330

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"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe


Playing with Feelings

Playing with Feelings

Author: Aubrey Anable

Publisher: U of Minnesota Press

Published: 2018-02-21

Total Pages: 172

ISBN-13: 1452956812

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How gaming intersects with systems like history, bodies, and code Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers. Looking at a wide variety of video games—including mobile games, indie games, art games, and games that have been traditionally neglected by academia—Anable expands our understanding of the ways in which these games and game studies can participate in feminist and queer interventions in digital media culture. She gives a new account of the touchscreen and intimacy with our mobile devices, asking what it means to touch and be touched by a game. She also examines how games played casually throughout the day create meaningful interludes that give us new ways of relating to work in our lives. And Anable reflects on how games allow us to feel differently about what it means to fail. Playing with Feelings offers provocative arguments for why video games should be seen as the most significant art form of the twenty-first century and gives the humanities passionate, incisive, and daring arguments for why games matter.


Performativity in Art, Literature, and Videogames

Performativity in Art, Literature, and Videogames

Author: Darshana Jayemanne

Publisher: Springer

Published: 2017-07-12

Total Pages: 330

ISBN-13: 3319544519

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This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences’ experience of art. The frame, as a site of paradox, links the book’s discussion of theory with close readings of texts, which include artworks, books and videogames. The resulting method is interdisciplinary in scope and will be of use to researchers interested in the performative aspects of gaming, art, digital storytelling and nonlinear narrative.


The Performance of Video Games

The Performance of Video Games

Author: Kelly I. Aliano

Publisher: McFarland

Published: 2022-10-27

Total Pages: 231

ISBN-13: 1476685495

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When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.


Music Video Games

Music Video Games

Author: Michael Austin

Publisher: Bloomsbury Publishing USA

Published: 2016-07-28

Total Pages: 345

ISBN-13: 1501308505

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Music Video Games takes a look (and listen) at the popular genre of music games – video games in which music is at the forefront of player interaction and gameplay. With chapters on a wide variety of music games, ranging from well-known console games such as Guitar Hero and Rock Band to new, emerging games for smartphones and tablets, scholars from diverse disciplines and backgrounds discuss the history, development, and cultural impact of music games. Each chapter investigates important themes surrounding the ways in which we play music and play with music in video games. Starting with the precursors to music games - including Simon, the hand-held electronic music game from the 1980s, Michael Austin's collection goes on to discuss issues in musicianship and performance, authenticity and “selling out,” and composing, creating, and learning music with video games. Including a glossary and detailed indices, Austin and his team shine a much needed light on the often overlooked subject of music video games.


Performative Experience Design

Performative Experience Design

Author: Jocelyn Spence

Publisher: Springer

Published: 2016-02-25

Total Pages: 228

ISBN-13: 3319283952

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This book presents a novel framework for understanding and designing performative experiences with digital technologies. It introduces readers to performance theory and practice in the context of HCI and gives a practical and holistic approach for understanding complex interactions with digital technologies at the far end of third-wave HCI. The author presents a step-by-step explanation of the Performative Experience Design methodology, along with a detailed case study of the design process as it was applied to co-located digital photo sharing. Finally, the text offers guidelines for design and a vision of how PED can contribute to an ethical, critical, exploratory, and humane understanding of the ways that we engage meaningfully with digital technology. Researchers, students and practitioners working in this important and evolving field will find this state-of-the-art book a valuable addition to their reading.


Virtual Character Design for Games and Interactive Media

Virtual Character Design for Games and Interactive Media

Author: Robin James Stuart Sloan

Publisher: CRC Press

Published: 2015-05-07

Total Pages: 175

ISBN-13: 1498760260

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While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more


Performative Linguistics

Performative Linguistics

Author: Douglas Robinson

Publisher: Routledge

Published: 2003-09-02

Total Pages: 300

ISBN-13: 1134420382

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In this book, Douglas Robinson introduces a new distinction between 'constative' and 'performative' linguistics, arguing that Austin's distinction can be used to understand linguistic methodologies. Constative linguistics, Robinson suggests, includes methodologies aimed at 'freezing' language as an abstract sign system, while performative linguistics explores how language is used or 'performed' in those speech situations. Robinson then tests his hypothesis on the act of translation. Drawing on a range of language scholars and theorists, Performative Linguistics consolidates the many disparate action-approaches to language into a new paradigm for the study of language.


Situational Game Design

Situational Game Design

Author: Brian Upton

Publisher: CRC Press

Published: 2017-10-31

Total Pages: 135

ISBN-13: 1315398001

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Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form.