Fans and Videogames
Title | Fans and Videogames PDF eBook |
Author | Melanie Swalwell |
Publisher | Taylor & Francis |
Pages | 253 |
Release | 2017-03-03 |
Genre | Games & Activities |
ISBN | 1317191919 |
This anthology addresses videogames long history of fandom, and fans’ important role in game history and preservation. In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. Gamers are active creators in generating meaning; they are creators of media texts they share with other fans (mods, walkthroughs, machinima, etc); and they have played a central role in curating and preserving games through activities such as their collective work on: emulation, creating online archives and the forensic archaeology of code. This volume brings together essays that explore game fandom from diverse perspectives that examine the complex processes at work in the phenomenon of game fandom and its practices. Contributors aim to historicize game fandom, recognize fan contributions to game history, and critically assess the role of fans in ensuring that game culture endures through the development of archives.
The NES Endings Compendium: Years 1985 - 1988
Title | The NES Endings Compendium: Years 1985 - 1988 PDF eBook |
Author | Rey Esteban |
Publisher | |
Pages | 132 |
Release | 2021-05-17 |
Genre | |
ISBN |
Presented by The Video Game Museum, The NES Endings Compendium presents the endings of Nintendo Entertainment System games from 1985 and 1988. Revisit the memories of completing games like Super Mario Bros., Contra. Castlevania, Blaster Master, Bionic Commando, and many others, all presented in a nostalgic style patterned after 1980s video game magazines!
Fans, Bloggers, and Gamers
Title | Fans, Bloggers, and Gamers PDF eBook |
Author | Henry Jenkins |
Publisher | NYU Press |
Pages | 287 |
Release | 2006 |
Genre | Mass media |
ISBN | 081474284X |
Henry Jenkins's pioneering work in the early 1990s promoted the idea that fans are among the most active and socially connected consumers of popular culture. This volume maps the core theoretical and methodological issues in Fan Studies, and also charts the growth of participatory culture on the web.
Videogames and Art
Title | Videogames and Art PDF eBook |
Author | Andy Clarke |
Publisher | Intellect Books |
Pages | 296 |
Release | 2007 |
Genre | Art |
ISBN |
Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry.
Arcade Fever The Fan's Guide To The Golden Age Of Video Games
Title | Arcade Fever The Fan's Guide To The Golden Age Of Video Games PDF eBook |
Author | John Sellers |
Publisher | Running Press |
Pages | 164 |
Release | 2001-08-21 |
Genre | Games & Activities |
ISBN | 9780762409372 |
Arcade Fever is a full-color illustrated history of video arcade games, with tributes to more than 50 classic games like Pong, Space Invaders, Pac Man, Q-Bert, Frogger, and TRON. Learn which game caused a yen shortage in Japan -- and which games inspired breakfast cereals, Saturday-morning cartoons, episodes of Seinfeld,and #1 pop-music singles. Meet the visionary musicians, writers, animators, cabinet artists, and other unsung heroes of the video game industry. The perfect gift for anyone who spent their childhood in video arcades, Arcade Fever is a pop-culture nostalgia trip you won't want to miss! John Sellers writes for Entertainment Weekly, Premiere, TV Guide, and other national magazines. He is also the author of Pop Culture Aptitude Test: Rad, 80s Version. He was the World Champion of Donkey Kong in 1983 and appeared on the television show "That's Incredible!"
How to Do Things with Videogames
Title | How to Do Things with Videogames PDF eBook |
Author | Ian Bogost |
Publisher | U of Minnesota Press |
Pages | 194 |
Release | 2011-08-05 |
Genre | Games & Activities |
ISBN | 145293312X |
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.
Genius
Title | Genius PDF eBook |
Author | Leopoldo Gout |
Publisher | Macmillan |
Pages | 305 |
Release | 2016-05-03 |
Genre | Juvenile Fiction |
ISBN | 1250045819 |
Three teen geniuses from around the world must win a Game witht he highest of stakes in this action-packed novel.