Breakout: Pilgrim in the Microworld
Title | Breakout: Pilgrim in the Microworld PDF eBook |
Author | David Sudnow |
Publisher | Boss Fight Books |
Pages | 138 |
Release | 2020-02-26 |
Genre | Games & Activities |
ISBN | 1940535239 |
Just as the video game console market was about to crash into the New Mexico desert in 1983, professor and sociologist David Sudnow was unearthing the secrets of “eye, mind, and the essence of video skill” through an exploration of Atari’s Breakout, one of the earliest hits of the arcade world. Originally released under the title Pilgrim in the Microworld, Sudnow’s groundbreaking longform criticism of a single game predates the rise of game studies by decades. While its earliest critics often scorned the idea of a serious book about an object of play, the book’s modern readers remain fascinated by an obsessive, brilliant, and often hilarious quest to learn to play Breakout just as one would learn the piano. Featuring a new foreword and freshly edited text, Breakout makes a perfect addition to Boss Fight’s lineup of critical, historical, and personal looks at single video games. We’re proud to restore this classic to print and share with new audiences Sudnow’s wild pilgrimage into the limitless microworld of play.
Pilgrim in the Microworld
Title | Pilgrim in the Microworld PDF eBook |
Author | Neil David, Sr. |
Publisher | Grand Central Pub |
Pages | 242 |
Release | 1984-01-01 |
Genre | Games |
ISBN | 9780446375214 |
An exploration of the human mind and body's interaction with the computer in its most compelling form, the video game, focuses on the author's own obsessed immersion in a computer game and its possibilities
Rules of Play
Title | Rules of Play PDF eBook |
Author | Katie Salen Tekinbas |
Publisher | MIT Press |
Pages | 680 |
Release | 2003-09-25 |
Genre | Computers |
ISBN | 9780262240451 |
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Ethnomethodology's Program
Title | Ethnomethodology's Program PDF eBook |
Author | Harold Garfinkel |
Publisher | Rowman & Littlefield |
Pages | 320 |
Release | 2002 |
Genre | Social Science |
ISBN | 9780742516427 |
Since the 1967 publication of Studies in Ethnomethodology, Harold Garfinkel has indelibly influenced the social sciences and humanities worldwide. This new book, the long-awaited sequel to Studies, comprises Garfinkel's work over three decades to further elaborate the study of ethnomethodology. 'Working out Durkheim's Aphorism, ' the title used for this new book, emphasizes Garfinkel's insistence that his position focuses on fundamental sociological issues--and that interpretations of his position as indifferent to sociology have been misunderstandings. Durkheim's aphorism states that the concreteness of social facts is sociology's most fundamental phenomenon. Garfinkel argues that sociologists have, for a century or more, ignored this aphorism and treated social facts as theoretical, or conceptual, constructions. Garfinkel in this new book shows how and why sociology must restore Durkheim's aphorism, through an insistence on the concreteness of social facts that are produced by complex social practices enacted by participants in the social order. Garfinkel's new book, like Studies, will likely stand as another landmark in sociological theory, yet it is clearer and more concrete in revealing human social practices.
Game Feel
Title | Game Feel PDF eBook |
Author | Steve Swink |
Publisher | CRC Press |
Pages | 377 |
Release | 2008-10-13 |
Genre | Art |
ISBN | 1482267330 |
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe
An Introduction to Game Studies
Title | An Introduction to Game Studies PDF eBook |
Author | Frans Mäyrä |
Publisher | SAGE |
Pages | 415 |
Release | 2008-02-18 |
Genre | Language Arts & Disciplines |
ISBN | 1473902924 |
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.
Keys to Play
Title | Keys to Play PDF eBook |
Author | Roger Moseley |
Publisher | Univ of California Press |
Pages | 468 |
Release | 2016-10-28 |
Genre | Games & Activities |
ISBN | 0520291247 |
A free ebook version of this title is available through Luminos, University of California Press’s Open Access publishing program for monographs. Visit www.luminosoa.org to learn more. How do keyboards make music playable? Drawing on theories of media, systems, and cultural techniques, Keys to Play spans Greek myth and contemporary Japanese digital games to chart a genealogy of musical play and its animation via improvisation, performance, and recreation. As a paradigmatic digital interface, the keyboard forms a field of play on which the book’s diverse objects of inquiry—from clavichords to PCs and eighteenth-century musical dice games to the latest rhythm-action titles—enter into analogical relations. Remapping the keyboard’s topography by way of Mozart and Super Mario, who head an expansive cast of historical and virtual actors, Keys to Play invites readers to unlock ludic dimensions of music that are at once old and new.