How to Talk about Videogames

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Release : 2015-11-15
Genre : Social Science
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Book Rating : 875/5 ( reviews)

How to Talk about Videogames - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook How to Talk about Videogames write by Ian Bogost. This book was released on 2015-11-15. How to Talk about Videogames available in PDF, EPUB and Kindle. Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date. Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t. Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”

Difficult Questions about Video Games

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Author :
Release : 2004
Genre : Games & Activities
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Book Rating : /5 ( reviews)

Difficult Questions about Video Games - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Difficult Questions about Video Games write by James Newman. This book was released on 2004. Difficult Questions about Video Games available in PDF, EPUB and Kindle.

Learn the Language of Video Games

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Release : 2021-07-15
Genre : Juvenile Nonfiction
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Book Rating : 919/5 ( reviews)

Learn the Language of Video Games - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Learn the Language of Video Games write by William Anthony. This book was released on 2021-07-15. Learn the Language of Video Games available in PDF, EPUB and Kindle. The video game industry isn’t slowing down. It’s only finding new ways and platforms from which to engage users. Even the youngest elementary students now often have experience with some kinds of video games! Nonetheless, the vocabulary used to talk about video games can seem foreign and extensive. Readers are introduced to the essential terms gamers use in this helpful book. Definitions are written at-level for young readers and word games throughout the book aid in comprehension and memory.

Real Games

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Release : 2019-10-01
Genre : Games & Activities
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Book Rating : 606/5 ( reviews)

Real Games - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Real Games write by Mia Consalvo. This book was released on 2019-10-01. Real Games available in PDF, EPUB and Kindle. How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."

Inside the Video Game Industry

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Release : 2016-11-03
Genre : Business & Economics
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Book Rating : 584/5 ( reviews)

Inside the Video Game Industry - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Inside the Video Game Industry write by Judd Ruggill. This book was released on 2016-11-03. Inside the Video Game Industry available in PDF, EPUB and Kindle. Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business professions. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study, or a prospective career path. Designed for researchers, educators, and students, this book provides a critical perspective on an often opaque business and its highly mobile workforce. Additional teaching materials, including activities and study questions, can be found at https://www.routledge.com/9780415828284.