Video Games and Interactive Media

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Release : 2017-11-15
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Book Rating : 976/5 ( reviews)

Video Games and Interactive Media - 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 Video Games and Interactive Media write by Stephane Natkin. This book was released on 2017-11-15. Video Games and Interactive Media available in PDF, EPUB and Kindle. This book explores the development of the video game as a new form of interactive media and a template for future modes of entertainment. While television programs and movies are predominantly passive enterprises, video games engage the audience and provide not only audio-visual stimulation but also an enriching interaction that creates a heightened sense of immersion. Through a detailed discussion of gameplay and game design principles, Natkin explores the nature of this interaction and its impact on the entertainment industry. He explains the developmental process behind game design and the new concepts of narration and entertainment it has introduced. He then considers the future of gameplay with its potential for developing new means of artistic expression and its liability to be abused as an outlet for propaganda and coercion.

Storytelling for Interactive Digital Media and Video Games

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Release : 2017-04-07
Genre : Computers
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Book Rating : 470/5 ( reviews)

Storytelling for Interactive Digital Media and 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 Storytelling for Interactive Digital Media and Video Games write by Nicholas B. Zeman. This book was released on 2017-04-07. Storytelling for Interactive Digital Media and Video Games available in PDF, EPUB and Kindle. The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can't. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them "interactive." Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs from previous incarnations of mediums for stories Key Features: Explores the necessary elements of a story (setting, character, events, sequence, and perspective) and how they affect the viewer of the story Discusses media and its role in storytelling, including images, art, sound, video, and animation Explores the effect of interactivity on the story, such as contest TV, web-based storytelling, kiosks, and games Shows the different types of story themes in gaming and how they are interwoven Describes how to make games engaging and rewarding intrinsically and extrinsically

Virtual Character Design for Games and Interactive Media

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Release : 2015-05-07
Genre : Computers
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Book Rating : 204/5 ( reviews)

Virtual Character Design for Games and Interactive Media - 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 Virtual Character Design for Games and Interactive Media write by Robin James Stuart Sloan. This book was released on 2015-05-07. Virtual Character Design for Games and Interactive Media available in PDF, EPUB and Kindle. While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more

Video Games Have Always Been Queer

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Release : 2019-03-19
Genre : Social Science
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Book Rating : 741/5 ( reviews)

Video Games Have Always Been Queer - 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 Video Games Have Always Been Queer write by Bo Ruberg. This book was released on 2019-03-19. Video Games Have Always Been Queer available in PDF, EPUB and Kindle. Argues for the queer potential of video games 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.

The Interactive Past

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Release : 2017
Genre : Archaeology
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Book Rating : 363/5 ( reviews)

The Interactive Past - 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 The Interactive Past write by Angus A. A. Mol. This book was released on 2017. The Interactive Past available in PDF, EPUB and Kindle. Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.