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Video games --- History. --- #SBIB:309H17 --- History --- Computer- en videogames --- 527.4 --- game --- game design --- video games --- computerspellen --- gamen --- videospellen --- gamegeschiedenis --- 20ste eeuw --- Gamegeschiedenis
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"This accessible textbook gives students the tools they need to analyze games using strategies borrowed from textual analysis. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Clara Fernández-Vara's concise primer provides readers with instruction on the basic building blocks of game analysis--examination of context, content and reception, and formal qualities--as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital--from Bioshock and World of Warcraft to Monopoly--and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary. In this second edition of the popular textbook, Fernández-Vara brings the book firmly up-to-date, pulling in fresh examples from ground-breaking new works in this dynamic field. Introduction to Game Analysis remains a unique practical tool for students who want to become more fluent writers and critics of not just video games, but digital media overall"--
Video games --- Design. --- Evaluation. --- Psychological aspects. --- Social aspects. --- 527 --- game --- games --- gamedesign --- video games --- computerspellen --- gamegeschiedenis --- game studies --- digitale media --- Television games --- Videogames --- Electronic games --- Evaluation --- Design --- Psychological aspects --- Social aspects --- informatica - specifieke toepassingen --- Computer games --- Internet games --- Games
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A comprehensive overview of the evolution of video games covering topics such as, "Atari revolution;" "rise of cartridge-based consoles;" American video game industry; international video game industry; "Apple Mac;" "Nintendo Entertainment System;" Sega video games; PlayStation video games; and "girl gaming."
Video games --- Video games industry --- History --- Design --- Social aspects --- Moral and ethical aspects --- Jeux vidéo --- Histoire --- Aspect social --- Industrie --- History. --- Social aspects. --- Histoire. --- Aspect social. --- Industrie. --- 527.4 --- game --- game design --- videogames --- computerspellen --- gamen --- videospellen --- gamegeschiedenis --- 20ste eeuw --- 21ste eeuw --- Video game industry --- Electronic games industry --- Design&delete& --- Moral and ethical aspects&delete& --- Gamegeschiedenis --- Television games --- Videogames --- Electronic games --- Video games - History --- Video games - Design - History --- Video games - Social aspects --- Video games - Moral and ethical aspects - History --- Video games industry - History --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Internet games --- Games --- Jeux vidéo
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"While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can―and should―be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games―because video games have, in fact, always been queer." --
Video games --- Gays --- Gender identity --- Queer theory --- 527.4 --- game --- game design --- videogames --- videospellen --- LGBTQ+ (lesbian, gay, bisexual, transgender, queer and others) --- queer --- Sex identity (Gender identity) --- Sexual identity (Gender identity) --- Identity (Psychology) --- Sex (Psychology) --- Gay people --- Gay persons --- Homosexuals --- Persons --- Social aspects --- Gamegeschiedenis --- Gays. --- Gender identity. --- Queer theory. --- Social aspects. --- Gay culture --- Gender dysphoria --- Gay people.
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An exploration of interaction design through 35 classic examples of video games, from Space Invaders to Minecraft.Our lives are increasingly lived on screens, and every one of our electronic interactions is mediated by a designed interface, which can be buggy and incomprehensible or inviting and accessible. Like other ubiquitous everyday tools, these interfaces are seldom recognized as objects of design?and even less as objects of interactive design. In video games, however, users are acutely aware of their relationship with the interface, making video games compelling examples of this important field of contemporary design.Published in conjunction with an exhibition at the Museum of Modern Art, Never Alone: Video Games as Interactive Design explores the impact of interactive design by examining 35 video games created between 1972 and 2018?from Space Invaders (1978) and Pac-Man (1980) to The Sims (2000) and Minecraft (2011). An overarching essay by curators Paola Antonelli, Anna Burckhardt and Paul Galloway presents the pioneering criteria by which MoMA has selected these video games for its collection, as well as the protocols for their acquisition, display and conservation. The richly illustrated plate section is divided into three sections that analyze input devices (keyboards, joysticks, buttons), game designers and players, and each game is accompanied by a short text illuminating its significance in the history of the medium.bron : https://www.copyrightbookshop.be/shop/never-alone-video-games-as-interactive-design-moma/
Computerspel --- Design --- Vormgeving --- Video games --- Interactive art --- Video games in art --- 527.4 --- game design --- games --- computerspellen --- video games --- Magnavox odyssey --- Pong --- Space invaders --- Asteroids --- Pac-man --- Nethack --- Tetris --- Snake --- Katamari Damacy --- Canabalt --- Monument valley --- Tempest --- Yar's revenge --- Another world --- Myst --- Portal --- Dwarf fortress --- Passage --- Flow --- Flower --- Journey --- Papers, please --- Never alone --- This war of mine --- Inside --- Everything is going to be ok --- Getting over it with Benneth Foddy --- Return of the Obra Dinn --- Street fighter II --- Simcity 2000 --- The Sims --- Vib-ribbon --- Eve online --- Minecraft --- Biophilia --- The Stanley parable --- Participatory art --- Performance art --- Social practice (Art) --- Television games --- Videogames --- Electronic games --- Social aspects --- Gamegeschiedenis --- Computer games --- Internet games --- Games --- Jeu vidéo --- Société numérique --- Art --- interactive art --- digital art [visual works]
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