Toward a Gameic World

Toward a Gameic World
Title Toward a Gameic World PDF eBook
Author Ben Whaley
Publisher University of Michigan Press
Pages 187
Release 2023-05-03
Genre Social Science
ISBN 047205614X

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Examines the ways in which Japanese video games engage with social issues and national traumas

The Gameful World

The Gameful World
Title The Gameful World PDF eBook
Author Steffen P. Walz
Publisher MIT Press
Pages 687
Release 2015-01-16
Genre Computers
ISBN 026202800X

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What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.

Video Game Worlds

Video Game Worlds
Title Video Game Worlds PDF eBook
Author Timothy Rowlands
Publisher Routledge
Pages 202
Release 2016-06-16
Genre Games & Activities
ISBN 1315416042

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Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to analyze the massively multiplayer online game Everquest.

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 369
Release 2013-10-08
Genre Social Science
ISBN 1135205191

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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.

Towards Game Translation User Research

Towards Game Translation User Research
Title Towards Game Translation User Research PDF eBook
Author Mikołaj Deckert
Publisher Cambridge University Press
Pages 154
Release 2024-05-23
Genre Language Arts & Disciplines
ISBN 1009385801

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This Element takes the initiative to highlight the nascent state of audiovisual translation research centring on users of video games. It proposes ways of advancing the research by integrating numerous related perspectives from relevant fields to guide studies in translated game reception into further fruition. The Element offers an accessible overview of possible relationships between translation and its experiencers, showcasing ways to design game reception studies. Examples, methods, tools, and practical concerns are discussed to ultimately develop a blueprint for game translation user research which aims to consolidate scientific user-centric inquiry into video game translation. To that end, the blueprint captures the three-pronged interplay between the parameters of localisation-reception research in facets of user experience, facets of translated games, and facets of game users.

The World the Game Theorists Made

The World the Game Theorists Made
Title The World the Game Theorists Made PDF eBook
Author Paul Erickson
Publisher University of Chicago Press
Pages 397
Release 2015-11-04
Genre Biography & Autobiography
ISBN 022609717X

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Today, game theory is central to our understanding of capitalist markets, the evolution of social behavior in animals, and much more. Both the social and biological sciences have seemingly fused around the game. Yet the ascendancy of game theory and theories of rational choice more generally remains a rich source of misunderstanding. To gain a better grasp of the widespread dispersion of game theory and the mathematics of rational choice, Paul Erickson uncovers its history during the poorly understood period between the publication of John von Neumann and Oskar Morgenstern s seminal "Theory of Games and Economic Behavior" in 1944 and the theory s revival in economics in the 1980s. "The World the Game Theorists Made "reveals how the mathematics of rational choice was a common, flexible language that could facilitate wide-ranging debate on some of the great issues of the time. Because it so actively persists in the sciences and public life, assessing the significance of game theory for the postwar sciences is especially critical now."

Toward a Ludic Architecture

Toward a Ludic Architecture
Title Toward a Ludic Architecture PDF eBook
Author Steffen P. Walz
Publisher Lulu.com
Pages 384
Release 2010
Genre Architecture
ISBN 0557285631

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“Toward a Ludic Architecture†is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap in literature, Steffen P. Walz considers game design theory and practice alongside architectural theory and practice, asking: how are play and games architected? What kind of architecture do they produce and in what way does architecture program play and games? What kind of architecture could be produced by playing and gameplaying?