Playing with Power in Movies, Television, and Video Games

Playing with Power in Movies, Television, and Video Games
Title Playing with Power in Movies, Television, and Video Games PDF eBook
Author Marsha Kinder
Publisher Univ of California Press
Pages 279
Release 2023-09-01
Genre Performing Arts
ISBN 0520912438

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How do children today learn to understand stories? Why do they respond so enthusiastically to home video games and to a myth like Teenage Mutant Ninja Turtles? And how are such fads related to multinational media mergers and the "new world order"? In assessing these questions, Marsha Kinder provides a brilliant new perspective on modern media.

Playing with Power in Movies, Television, and Video Games

Playing with Power in Movies, Television, and Video Games
Title Playing with Power in Movies, Television, and Video Games PDF eBook
Author Marsha Kinder
Publisher Univ of California Press
Pages 284
Release 2023-09-01
Genre Performing Arts
ISBN 9780520912434

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How do children today learn to understand stories? Why do they respond so enthusiastically to home video games and to a myth like Teenage Mutant Ninja Turtles? And how are such fads related to multinational media mergers and the "new world order"? In assessing these questions, Marsha Kinder provides a brilliant new perspective on modern media.

Power Play

Power Play
Title Power Play PDF eBook
Author Asi Burak
Publisher Macmillan + ORM
Pages 237
Release 2017-01-31
Genre Social Science
ISBN 1250089344

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“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

The Video Game Explosion

The Video Game Explosion
Title The Video Game Explosion PDF eBook
Author Mark J. P. Wolf
Publisher Bloomsbury Publishing USA
Pages 401
Release 2007-11-30
Genre Social Science
ISBN 031308243X

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The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.

The Video Game Theory Reader

The Video Game Theory Reader
Title The Video Game Theory Reader PDF eBook
Author Mark J.P. Wolf
Publisher Routledge
Pages 372
Release 2013-10-08
Genre Social Science
ISBN 1135205183

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In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.

The Medium of the Video Game

The Medium of the Video Game
Title The Medium of the Video Game PDF eBook
Author Mark J. P. Wolf
Publisher University of Texas Press
Pages 228
Release 2010-07-22
Genre Games & Activities
ISBN 0292786646

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Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

International Journal of Transmedia Literacy (IJTL) Vol 1, No 1 (2015)

International Journal of Transmedia Literacy (IJTL) Vol 1, No 1 (2015)
Title International Journal of Transmedia Literacy (IJTL) Vol 1, No 1 (2015) PDF eBook
Author AA. VV.
Publisher LED Edizioni Universitarie
Pages 277
Release 2016-04-20T15:05:00+02:00
Genre Social Science
ISBN 8879167758

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Forms of fiction and literature underwent a process of disembodiment and cross-fertilization during the revolution from the Gutenberg Galaxy (printed paper, mass distribution) to the McLuhan Galaxy (new media, hypertext, cooperative writing). The dimension of literacy has moved from a semioticallymeasured geometry to a dislocation and a deconstruction of contents and channels that give expression to new products. The impact of social media on narratology has redefined the meaning of readership and authorship. The author not only loses his/her traditional role, but becomes an icon of himself/herself, a collective-minded producer that is self-perceived through the extroflexed eye of the amniotic network in which he/she defines his/her narrative experience. Transmedia culture defines a new cross-networked and amniotic literacy, considering that we are not facing a simple adaptation of different narrative forms from one media to another: different media and languages participate and contribute to the construction of a transmedia environment. The first issue of the IJTL seeks to shed light on transmedia literacy according to the epistemological crisis of authorship and the new dimension of participation and relationship offered by both the Web and New Media. Moving from the state of the art, the aim is to investigate the interdisciplinary relations in the field of transmedia literacy, in order to favour a pattern recognition about theories, technologies, and social dimensions of the phenomena to offer a critical toolkit to understand and map out the emerging knowledge and practices created by this new field.