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Revue internationale et interdisciplinaire, Sciences du jeu a pour mission de développer la recherche en langue française sur le jeu, de lui donner une visibilité, de nourrir le dialogue entre les disciplines autour de cet objet, et de susciter des débats. Publiée par le laboratoire Experice de Paris 13, elle est ouverte à toutes les approches ou méthodes disciplinaires, portant sur tous les objets ludiques (dont, mais non exclusivement, les jeux vidéo), et a pour ambition de présenter des recherches issues de différents terrains concernant le jeu dans un sens large (objets, structures, situations, expériences, attitudes ludiques).
ludology --- game studies --- folkloristics --- leisure --- recreation
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Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.
Media studies --- Aporia and Epiphany. --- Computer Games. --- Ergodic Systems. --- Game Design. --- Game Mechanics. --- Game Studies. --- Ludology. --- Media Aesthetics. --- Media Art. --- Media Studies. --- Media. --- Motivation. --- Narratology. --- Video Games. --- Games; Video Games; Media; Media Studies; Game Studies; Game Design; Ludology; Narratology; Motivation; Game Mechanics; Ergodic Systems; Aporia and Epiphany; Computer Games; Media Aesthetics; Media Art --- Electronic games --- Computer games --- Application software --- Electronic toys --- Games --- Social aspects. --- Design. --- Design --- Media & Communications --- Video Games --- Media --- Media Studies --- Game Studies --- Game Design --- Ludology --- Narratology --- Motivation --- Game Mechanics --- Ergodic Systems --- Aporia and Epiphany --- Computer Games --- Media Aesthetics --- Media Art --- Video games
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In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games and the city grow ever stronger. In this book, Anne-Marie Schleiner explores a concept she calls 'ludic mutation', a transformative process in which the player, who is expected to engage in the preprogramed interactions of the game and accept its imposed subjective constraints, seizes back some of the power otherwise lost to the game itself. Crucially, this power grab is also relevant beyond the game because players then see the external world as material to be reconfigured, an approach with important ramifications for everything from social activism to contemporary warfare.
Video games --- Social aspects. --- SOCIAL SCIENCE --- LANGUAGE ARTS & DISCIPLINES --- Behavioral sciences --- Human sciences --- Sciences, Social --- Social science --- Social studies --- Civilization --- General. --- Journalism. --- Games, Activism, Art, Critical Media Studies, Ludology, Biopolitics, Serious Games, Gamification.
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Gamers have been troublemakers as long as games have existed. As our popular understanding of 'gamer' shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems. By centring the insights of queer and women of colour feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games.
Video games. --- Information technology --- Computers and women. --- Internet and women. --- Social aspects. --- affect. --- agency. --- agonism. --- anger. --- animation. --- avatar. --- coalition. --- colonization. --- competition. --- difference. --- diversity. --- feminism. --- film theory. --- games. --- gaming. --- gaze. --- gender. --- harassment. --- identity politics. --- imitation. --- killjoy. --- ludology. --- magic circle. --- male gaze. --- motion capture. --- narratology. --- physiognomy. --- political theory. --- queer. --- race. --- racial science. --- realism. --- sexuality. --- technology. --- triangulation. --- video games. --- visuality.
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This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative
play --- n/a --- storytelling --- poetics --- roleplay --- survival horror --- game storytelling --- game narrative --- pornography --- empathy games --- games --- ludonarrative dissonance --- Larry McMurtry --- digital games --- AAA --- mapping --- ludology --- fantasy --- fifth look --- choice poetics --- film --- musicals --- literary adaptation --- choices --- video games --- politics --- gender --- interactive storytelling --- FPS --- narrative games --- Gamergate --- transmedia --- remediation --- narrative theory --- psychology --- the uncanny --- shared vocabulary --- complicity --- ability --- Haraway --- videogames --- Twin Peaks --- Deadly Premonition --- Alien --- gaming --- defamiliarization --- ludonarrative --- Walter Benjamin --- narratology --- carnivalesque --- Bakhtin --- player goals --- interactive digital narrative --- game fiction --- cyborg --- Video games. --- Storytelling --- Computer games. --- Computer games --- Electronic games --- Internet games --- Television games --- Videogames --- Games --- Story-telling --- Telling of stories --- Oral interpretation --- Children's stories --- Folklore --- Oral interpretation of fiction --- Performance
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