Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes]

Author: Mark J. P. Wolf

Publisher: Bloomsbury Publishing USA

Published: 2021-05-24

Total Pages: 1365

ISBN-13: 1440870209

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.


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


Videogames and Education

Videogames and Education

Author: Harry J. Brown

Publisher: Routledge

Published: 2014-12-18

Total Pages: 248

ISBN-13: 1317452666

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Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon.


How to Play Video Games

How to Play Video Games

Author: Matthew Thomas Payne

Publisher: NYU Press

Published: 2019-03-26

Total Pages: 376

ISBN-13: 1479805920

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Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.


Sex, Brains, and Video Games

Sex, Brains, and Video Games

Author: Jennifer Burek Pierce

Publisher: American Library Association

Published: 2017-03-09

Total Pages: 258

ISBN-13: 0838915507

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How do we break through and truly reach our young adult patrons? It begins with understanding them. Librarians who work with teens need information and a big-picture perspective on adolescence that reflects the latest knowledge of cognate fields and the contemporary realities of young people's lives. In this greatly revised and updated edition of her popular guide Burek Pierce provides exactly that, selecting and synthesizing emerging information from multiple fields of research to effectively support librarians' work with teens. Far-reaching but pragmatic, this book discusses such important topics as identity and community, sex and sexualities, what experts can tell us about the adolescent brain, and how teens use technology to mediate the world; replaces outdated developmental theories that have been discarded in their home fields but are still sometimes used in the LIS world; looks at how to blend what research tells us about teens with day-to-day work in libraries; reflects new norms of professional practice, such as the increased importance of community engagement and partnerships, offering librarians a path towards cooperation and collaboration with peers outside the library world; and includes a bibliography of essential reading for YA librarians. Educators and practitioners, as well as students preparing to enter the field, will all benefit from this compact overview of contemporary research on adolescence.


The Effects of Video Games on Children

The Effects of Video Games on Children

Author: Barrie Gunter

Publisher: A&C Black

Published: 1998-01-01

Total Pages: 186

ISBN-13: 9781850758334

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The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.


A Multimodal Approach to Video Games and the Player Experience

A Multimodal Approach to Video Games and the Player Experience

Author: Weimin Toh

Publisher: Routledge

Published: 2018-10-10

Total Pages: 241

ISBN-13: 135118475X

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This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.


Understanding Video Games

Understanding Video Games

Author: Simon Egenfeldt-Nielsen

Publisher: Routledge

Published: 2009-03-23

Total Pages: 407

ISBN-13: 1135868786

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From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider larger questions about the medium: what defines a video game? who plays games? why do we play games? how do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/9780415977210) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.


The Psychology of Video Games

The Psychology of Video Games

Author: Celia Hodent

Publisher: Routledge

Published: 2020-10-07

Total Pages: 110

ISBN-13: 1000194760

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What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.


Videogames Studies: Concepts, Cultures, and Communication

Videogames Studies: Concepts, Cultures, and Communication

Author: Monica Evans

Publisher: BRILL

Published: 2020-04-14

Total Pages: 160

ISBN-13: 1848880596

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This volume was first published by Inter-Disciplinary Press in 2011. Videogame Studies: Concepts, Cultures, and Communication explores the ever-expanding field of game studies. Included in this volume is the research and insights of experts in multiple interdisciplinary fields, focused on the construction of new frameworks for understanding games as narrative artifacts, technological systems, cultural indicators, social communities, educators, and works of art. Games and game-structures permeate every aspect of our lives, and provide more than simple entertainment to the millions of players immersed and engaged in games on a daily basis. The sixteen authors in this volume provide new thoughts on the rapid expansion of both the game industry and game academia, and cover a wide range of topics, including the rise and fall of in-game communities; the place of digital versus analog games in current methodology; the particular relationship between player, avatar, and identity; the design of educational and serious games; the social structures, needs, and desires of social game players; the performance aspect of interactive media; and the economic consequences of game production. This collection aims to inspire further research in numerous areas of game studies, and is a valuable addition to the growing discourse of a rapidly evolving field of study.