Time and Space in Video Games

Time and Space in Video Games
Title Time and Space in Video Games PDF eBook
Author Federico Alvarez Igarzábal
Publisher transcript Verlag
Pages 233
Release 2019-09-30
Genre Social Science
ISBN 3839447135

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Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.

Mind Games

Mind Games
Title Mind Games PDF eBook
Author Robert E. L. Masters
Publisher Quest Books
Pages 244
Release 1998-12-25
Genre Self-Help
ISBN 9780835607537

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A series of mental exercises designed for group participation focuses on the roles of reasoning and imagination in achieving sensory perception

Space Time Play

Space Time Play
Title Space Time Play PDF eBook
Author Friedrich von Borries
Publisher Springer Science & Business Media
Pages 496
Release 2007-09-14
Genre Architecture
ISBN 376438414X

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Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?

An Exploration of Space 1999 Through the Lens of Video Games: Payne 1999

An Exploration of Space 1999 Through the Lens of Video Games: Payne 1999
Title An Exploration of Space 1999 Through the Lens of Video Games: Payne 1999 PDF eBook
Author John K. Balor
Publisher Lulu.com
Pages 742
Release 2019-07-02
Genre History
ISBN 0359766781

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This book contains transcripts from Online Alpha discussions where the video game PAYNE 1999, game theory and game-study theories are used for analysing and commenting on problems of conflict and cooperation in SPACE 1999. The discussions build on more than a decade of conversations and debate about PAYNE 1999, and the aim of the book is to put the various threads together while also developing new ideas and providing direction for further investigations. The book has been developed on an idealistic basis, and it is sold at the lowest price the publisher was willing to accept. A free e-book version can be downloaded at www.lulu.com.

Exploring Inner Space

Exploring Inner Space
Title Exploring Inner Space PDF eBook
Author Christopher B. Hills
Publisher
Pages 492
Release 1978
Genre California
ISBN

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Computer Spacegames

Computer Spacegames
Title Computer Spacegames PDF eBook
Author Daniel Isaaman
Publisher Edc Pub
Pages 0
Release 1982
Genre Juvenile Nonfiction
ISBN 9780860206835

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Offers computer programs for a dozen games, explains how each program works, and suggests ways to modify the games.

On Video Games

On Video Games
Title On Video Games PDF eBook
Author Soraya Murray
Publisher Bloomsbury Publishing
Pages 334
Release 2017-10-30
Genre Games & Activities
ISBN 1786732505

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Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts.As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture. Demonstrating that games are at the frontline of power relations, she reimagines how we see them - and more importantly how we understand them.