Digital Love

Digital Love

Author: Heidi McDonald

Publisher: CRC Press

Published: 2017-11-02

Total Pages: 268

ISBN-13: 1351644734

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Scholars and professionals from all over the world, across experience levels and the gender and sexuality spectrum, share experiences and analysis of romance and sexuality in video games. Whether discussing casual sex in the Star Wars universe; analyzing various Otome games; examining "the gaze" in various games; player romance behavior in games; or exploring the ethical ramifications of sexuality in virtual reality and other emerging technologies, this book discusses what players want in video game romance, and how developers can best deliver it. Key Features: Examines the past, present, and future of romance in single-player, role-playing games Discusses common presentations of romance in single-player, role-playing games— both in the category and game mechanics that drive romance Discusses research on how players define a satisfying game romance and what specific steps narrative designers can take to design satisfying games Explains the notion of the empathic game and explores its importance in relation to romance in game design


Game Love

Game Love

Author: Jessica Enevold

Publisher: McFarland

Published: 2015-01-09

Total Pages: 284

ISBN-13: 147661878X

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What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.


Love and Electronic Affection

Love and Electronic Affection

Author: Lindsay Grace

Publisher: CRC Press

Published: 2020-04-30

Total Pages: 259

ISBN-13: 0429771371

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Love and Electronic Affection: A Design Primer brings together thought leadership in romance and affection games to explain the past, present, and possible future of affection play in games. The authors apply a combination of game analysis and design experience in affection play for both digital and analog games. The research and recommendations are intersectional in nature, considering how love and affection in games is a product of both player and designer age, race, class, gender, and more. The book combines game studies with game design to offer a foundation for incorporating affection into playable experiences. The text is organized into two sections. The first section covers the patterns and practice of love and affection in games, explaining the patterns and practice. The second section offers case studies from which designers can learn through example. Love and Electronic Affection: A Design Primer is a resource for exploring how digital relationships are offered and how to convey emotion and depth in a variety of virtual worlds. This book provides: • A catalog of existing digital and analog games for which love and affection are a primary or secondary focus. • A catalog of the uses of affection in games, to add depth and investment in both human-computer and player-to-player engagement. • Perspective on affection game analyses and design, using case studies that consider the relationship of culture and affection as portrayed in games from large scale studios to single author independent games. • Analysis and design recommendations for incorporating affection in games beyond romance, toward parental love, affection between friends, and other relationships. • Analysis of the moral and philosophical considerations for historical and planned development of love and affection in human–computer interaction. • An intersectionality informed set of scholarly perspectives from the Americas, Eurasia, and Oceania. Editor Bio: Lindsay D. Grace is Knight Chair of Interactive Media and an Associate Professor at the University of Miami School of Communication. He is Vice President for the Higher Education Video Game Alliance and the 2019 recipient of the Games for Change Vanguard award. Lindsay is author of Doing Things with Games, Social Impact through Design and more than fifty peer-reviewed papers on games and related research. He has given talks at the Game Developers Conference, SXSW, Games for Change Festival, the Online News Association, the Society for News Design, and many other industry events. He was the founding director of the American University Game Lab and Studio and the designer-developer behind several award winning games, including two affection games. He served as Vice President and on the board of directors for the Global Game JamTM non-profit between 2014 and 2019. From 2009 to 2013 he was the Armstrong Professor at Miami University’s School of Art. Lindsay also served on the board for the Digital Games Research Association (DiGRA) between 2013 and 2015.


Sex, Drugs, and Cartoon Violence: My Decade as a Video Game Journalist

Sex, Drugs, and Cartoon Violence: My Decade as a Video Game Journalist

Author: Russ Pitts

Publisher: Lulu.com

Published: 2016-02-28

Total Pages: 362

ISBN-13: 0997348607

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Covering a decade on the inside of the games industry, SEX, DRUGS, AND CARTOON VIOLENCE lifts the curtain on the whirlwind of hype and promotion surrounding the launch of a multimillion dollar game. From all-expenses paid junkets, to multi-million dollar parties, to exclusive "previews", these are the stories you've never heard about the way video games are sold and reported. Written by a veteran games reporter and former television producer, this is the story of an accidental journey into - and back out of - one of the weirdest niches of journalism in the world. ** Called "The Indiana Jones of games writing" by goodgameswriting.com, Russ Pitts has spent more than ten years traveling the world writing about video games. Pitts is the former editor-in-chief of the six-time Webby Award-winning website, The Escapist; the former features editor at Vox Media's premiere video game website, Polygon and the former head writer and producer of TechTV's "The Screen Savers."


Seduction Games

Seduction Games

Author: Alllyson Lindt

Publisher: Acelette Press

Published: 2024-05-09

Total Pages: 107

ISBN-13: 1949986012

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Saying Andi's had better days is an understatment. Her cookie business is going nowhere fast, and she just walked in on her boyfriend with another woman. Kane and Isaiah, her online gaming partners and the cutest couple ever as far as Andi’s concerned, know exactly how to cheer her up. They’re thinking road trip to Las Vegas, compete in a national first person shooter competition for a cash grand prize, and find her a guy to take her mind off her cheating ex. Andi’s all in… except she’s not sure she can seduce a random hookup. Isaiah and Kane offer to give her some hands-on experience. With each new session, it becomes harder for Andi to remember the guys are just friends. If Andi can’t put some distance between their lessons and her heart, it will cost their team the competition, and she’ll lose two of the best friends she’s ever had. Publisher's Note: This book was previously released, under the same title.


Sex, Brains, and Video Games

Sex, Brains, and Video Games

Author: Jennifer Burek Pierce

Publisher: American Library Association

Published: 2017-03-09

Total Pages: 241

ISBN-13: 0838915493

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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.


Webs of Influence

Webs of Influence

Author: Nathalie Nahai

Publisher: Pearson UK

Published: 2012-12-14

Total Pages: 274

ISBN-13: 0273781588

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As legions of businesses scramble to set up virtual-shop, we face an unprecedented level of competition to win over and keep new customers online. At the forefront of this battleground is your ability to connect with your customers, nurture your relationships and understand the psychology behind what makes them click. In this book The Web Psychologist, Nathalie Nahai, expertly draws from the worlds of psychology, neuroscience and behavioural economics to bring you the latest developments, cutting edge techniques and fascinating insights that will lead to online success. Webs of Influence delivers the tools you need to develop a compelling, influential and profitable online strategy which will catapult your business to the next level – with dazzling results.


Videogames for Humans

Videogames for Humans

Author: Merritt Kopas

Publisher:

Published: 2015

Total Pages: 0

ISBN-13: 9780990452843

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Literary Nonfiction. Poetry. Fiction. Hybrid Genre. LGBTQIA Studies. VIDEOGAMES FOR HUMANS, curated and introduced by Twine author and games theorist merritt k, puts Twine authors, literary writers, and games critics into conversation with one another's work, reacting to, elaborating on, and being affected by the same. The result is an unprecedented kind of book about video games, one that has helped to jumpstart the discussions that will define the games culture of tomorrow. Featuring contributions from Aevee Bee, Alex Roberts, Anna Anthropy, Auriea Harvey, Austin Walker, Avery Mcdaldno, Benji Bright, Bryan Reid, Cara Ellison, Cat Fitzpatrick, Christine Love, Elizabeth Sampat, Elizabeth Sampat, Emily Short, Eva Problems, Gaming Pixie, Imogen Binnie, Jeremy Lonien & Dominik Johann, Jeremy Penner, John Brindle, Katherine Cross, Kayla Unknown, Lana Polansky, Leigh Alexander, Leon Arnott, Lydia Neon, Maddox Pratt, Mary Hamilton, Matthew S. Burns, Mattie Brice, Michael Brough, Mike Joffe, Mira Simon, Naomi Clark, Nina Freeman, Olivia Vitolo, Patricia Hernandez, Pippin Barr, Riley MacLeod, Rokashi Edwards, Sloane, Soha Kareem, Squinky, Tom McHenry, Toni Pizza, Winter Lake, and Zoe Quinn.


The PlayStation Dreamworld

The PlayStation Dreamworld

Author: Alfie Bown

Publisher: John Wiley & Sons

Published: 2017-10-16

Total Pages: 140

ISBN-13: 1509518061

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From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.


Play like a Feminist.

Play like a Feminist.

Author: Shira Chess

Publisher: MIT Press

Published: 2020-08-18

Total Pages: 182

ISBN-13: 0262360446

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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.