Embed With Games
Title | Embed With Games PDF eBook |
Author | Cara Ellison |
Publisher | Birlinn |
Pages | 205 |
Release | 2015-11-19 |
Genre | Social Science |
ISBN | 0857908898 |
In 2014 games critic Cara Ellison rather flippantly pledged to the internet she’d leave home, become itinerant, and travel around the world to live with and write about some of the most interesting game developers and their cultural outlook. As your ‘cyberpunk hair-dyed Attenborough’, originally Cara put up the Embed With Games series monthly on a free blog as she travelled from couch to couch, writing about the people she met and about the way our game creators express the culture around them. The internet generously helped fund her travel costs through a subscription service, egging her on in the only way it could. This is the collected work, called Embed With Games with an exclusive introduction from Kieron Gillen, a cover from Irene Koh, and a conclusion exclusive to the eBook.
Gaming the Iron Curtain
Title | Gaming the Iron Curtain PDF eBook |
Author | Jaroslav Svelch |
Publisher | MIT Press |
Pages | 401 |
Release | 2023-09-19 |
Genre | Games & Activities |
ISBN | 026254928X |
How amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Aside from the exceptional history of Tetris, very little is known about gaming culture behind the Iron Curtain. But despite the scarcity of home computers and the absence of hardware and software markets, Czechoslovakia hosted a remarkably active DIY microcomputer scene in the 1980s, producing more than two hundred games that were by turns creative, inventive, and politically subversive. In Gaming the Iron Curtain, Jaroslav Švelch offers the first social history of gaming and game design in 1980s Czechoslovakia, and the first book-length treatment of computer gaming in any country of the Soviet bloc. Švelch describes how amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Sheltered in state-supported computer clubs, local programmers fashioned games into a medium of expression that, unlike television or the press, was neither regulated nor censored. In the final years of Communist rule, Czechoslovak programmers were among the first in the world to make activist games about current political events, anticipating trends observed decades later in independent or experimental titles. Drawing from extensive interviews as well as political, economic, and social history, Gaming the Iron Curtain tells a compelling tale of gaming the system, introducing us to individuals who used their ingenuity to be active, be creative, and be heard.
Embedding Culture into Video Games and Game Design
Title | Embedding Culture into Video Games and Game Design PDF eBook |
Author | Rhett Loban |
Publisher | CRC Press |
Pages | 200 |
Release | 2023-09-04 |
Genre | Computers |
ISBN | 1000931358 |
This book will help game designers and those interested in games thoughtfully embed culture into video games and the game design process. This book raises the issue of how some cultures and communities are misrepresented in various video games. In response to this problem, designers can bring cultural considerations and practices into the centre focus of the game design process. The book advocates that designers put different measures in place to better prevent misrepresentations and engage with deeper understandings of culture to build culturally richer and more meaningful game worlds. The book uses the Torres Strait Virtual Reality project as a primary example, in addition to other game projects, to explore cultural representation in game design. Torres Strait culture is also explored and discussed more broadly throughout the book. No prior knowledge of culture studies is needed, and the book deals with higher level game design with little reference to the technical elements of game development. This unique and timely book will appeal to those interested in the implications of cultural depictions in video games and opportunities to generate deeper cultural representations through the game design process.
It's All Fun and Games
Title | It's All Fun and Games PDF eBook |
Author | Dave Barrett |
Publisher | Inkshares |
Pages | 224 |
Release | 2016-08-02 |
Genre | Fiction |
ISBN | 1941758819 |
Six friends cross over into a dangerous fantasy world — will they make it back alive?
Making School a Game Worth Playing
Title | Making School a Game Worth Playing PDF eBook |
Author | Ryan Schaaf |
Publisher | Corwin Press |
Pages | 221 |
Release | 2014-06-05 |
Genre | Education |
ISBN | 1483375137 |
Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!
Learn to Play
Title | Learn to Play PDF eBook |
Author | Matthew M. White |
Publisher | CRC Press |
Pages | 168 |
Release | 2014-06-03 |
Genre | Computers |
ISBN | 1482220210 |
See How to Unobtrusively Incorporate Good Teaching into Your Game's MechanicsLearn to Play: Designing Tutorials for Video Games shows how to embed a tutorial directly into your game design mechanics so that your games naturally and comfortably teach players to have fun. The author deciphers years of research in game studies, education, psychology,
An Introduction to Game Studies
Title | An Introduction to Game Studies PDF eBook |
Author | Frans Mäyrä |
Publisher | SAGE |
Pages | 415 |
Release | 2008-02-18 |
Genre | Language Arts & Disciplines |
ISBN | 1473902924 |
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.