Gamers for Good Presents Undertale
Title | Gamers for Good Presents Undertale PDF eBook |
Author | Liz Cooper |
Publisher | |
Pages | |
Release | 2017-09 |
Genre | |
ISBN | 9780999663400 |
Gamers for Good Presents: Undertale is a collaborative effort by artists around the world who have contributed their time and talent to create this beautiful Undertale inspired art book. You can expect to see a selection of these illustrations, paintings, 3D renders, cosplays, crafts, and photographs presented with custom artwork and beautiful page design layouts.
Authenticity in the Music of Video Games
Title | Authenticity in the Music of Video Games PDF eBook |
Author | Stephanie Lind |
Publisher | Rowman & Littlefield |
Pages | 211 |
Release | 2022-11-01 |
Genre | Music |
ISBN | 1793627134 |
From historical games to hyperrealism to retro gaming, Authenticity in the Music of Video Games explores, the shifting understanding of authenticity among players. What do gamers believe authenticity to be? How are their expectations structured by the soundtrack? And how do their actions impact the overall interaction of sound with narrative? Ranging from harmonic analysis to more multimedia approaches, the book links musical analysis to the practical experience of gamers.
Undertale Art Book
Title | Undertale Art Book PDF eBook |
Author | Toby Fox |
Publisher | |
Pages | |
Release | 2016-10-31 |
Genre | |
ISBN | 9781945908996 |
every video game has concept art...UNDERTALE is no exception...the difference being that toby fox isnt an artist lol
Popular Music in the Nostalgia Video Game
Title | Popular Music in the Nostalgia Video Game PDF eBook |
Author | Andra Ivănescu |
Publisher | Springer |
Pages | 173 |
Release | 2019-01-11 |
Genre | Performing Arts |
ISBN | 3030042812 |
This book looks at the uses of popular music in the newly-redefined category of the nostalgia game, exploring the relationship between video games, popular music, nostalgia, and socio-cultural contexts. History, gender, race, and media all make significant appearances in this interdisciplinary work, as it explores what some of the most critically acclaimed games of the past two decades (including both AAA titles like Fallout and BioShock, and more cult releases like Gone Home and Evoland) tell us about our relationship to our past and our future. Appropriated music is the common thread throughout these chapters, engaging these broader discourses in heterogeneous ways. This volume offers new perspectives on how the intersection between popular music, nostalgia, and video games, can be examined, revealing much about our relationship to the past and our hopes for the future.
Experimental Games
Title | Experimental Games PDF eBook |
Author | Patrick Jagoda |
Publisher | University of Chicago Press |
Pages | 403 |
Release | 2020-12-07 |
Genre | Social Science |
ISBN | 022663003X |
In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.
Horror Literature and Dark Fantasy
Title | Horror Literature and Dark Fantasy PDF eBook |
Author | Mark A. Fabrizi |
Publisher | BRILL |
Pages | 191 |
Release | 2018-05-16 |
Genre | Education |
ISBN | 9004366253 |
Horror Literature and Dark Fantasy: Challenging Genres is a collection of scholarly essays intended to address the parent whose unreasoning opposition to horror entails its removal from a school curriculum, the school administrator who sees little or no redeeming literary value in horror, and the teacher who wants to use horror to teach critical literacy skills but does not know how to do so effectively. The essays herein are intended to offer opportunities for teachers in secondary schools and higher education to enrich their classes through a non-canonical approach to literary study. This book is a deliberate attempt to enlarge the conversation surrounding works of horror and argue for their inclusion into school curricula to teach students critical literacy skills.
Handmade Pixels
Title | Handmade Pixels PDF eBook |
Author | Jesper Juul |
Publisher | MIT Press |
Pages | 328 |
Release | 2019-10-08 |
Genre | Games & Activities |
ISBN | 0262354357 |
An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium. Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium. Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence. Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn't a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.