First Person: War Stories from Gamespace
Title | First Person: War Stories from Gamespace PDF eBook |
Author | Kent Sheely |
Publisher | Lulu.com |
Pages | 149 |
Release | 2013-02-09 |
Genre | Games & Activities |
ISBN | 1300715669 |
Avid gamers love to recount their most exciting exploits in online play, especially their moments of greatest challenge, skill, and luck. This is a collection of fifty such War Stories from the battlefields of the Internet: Fifty accounts of valiant struggles, glorious victories, and sometimes of overwhelming defeat.
Routledge Handbook of New Media in Asia
Title | Routledge Handbook of New Media in Asia PDF eBook |
Author | Larissa Hjorth |
Publisher | Routledge |
Pages | 800 |
Release | 2015-11-06 |
Genre | Social Science |
ISBN | 1317684974 |
While a decade ago much of the discussion of new media in Asia was couched in Occidental notions of Asia as a "default setting" for technology in the future, today we are seeing a much more complex picture of contesting new media practices and production. As "new media" becomes increasingly an everyday reality for young and old across Asia through smartphones and associated devices, boundaries between art, new media, and the everyday are transformed. This Handbook addresses the historical, social, cultural, political, philosophical, artistic and economic dimensions of the region’s new media. Through an interdisciplinary revision of both "new media" and "Asia" the contributors provide new insights into the complex and contesting terrains of both notions. The Routledge Handbook of New Media in Asia will be the definitive publication for readers interested in comprehending all the various aspects of new media in Asia. It provides an authoritative, up-to-date, intellectually broad, conceptually cutting-edge guide to the important aspects of new media in the region — as the first point of consultation for researchers, advanced level undergraduate and postgraduate students in fields of new media and Asian studies.
First Person
Title | First Person PDF eBook |
Author | Noah Wardrip-Fruin |
Publisher | MIT Press |
Pages | 360 |
Release | 2004 |
Genre | Computers |
ISBN | 9780262232326 |
The relationship between story and game, and related questions of electronic writing and play, examined through a series of discussions among new media creators and theorists.
Destructive Sublime
Title | Destructive Sublime PDF eBook |
Author | Tanine Allison |
Publisher | Rutgers University Press |
Pages | 320 |
Release | 2018-06-25 |
Genre | Performing Arts |
ISBN | 0813597501 |
The American popular imagination has long portrayed World War II as the “good war,” fought by the “greatest generation” for the sake of freedom and democracy. Yet, combat films and other war media complicate this conventional view by indulging in explosive displays of spectacular violence. Combat sequences, Tanine Allison argues, construct a counter-narrative of World War II by reminding viewers of the war’s harsh brutality. Destructive Sublime traces a new aesthetic history of the World War II combat genre by looking back at it through the lens of contemporary video games like Call of Duty. Allison locates some of video games’ glorification of violence, disruptive audiovisual style, and bodily sensation in even the most canonical and seemingly conservative films of the genre. In a series of case studies spanning more than seventy years—from wartime documentaries like The Battle of San Pietro to fictional reenactments like The Longest Day and Saving Private Ryan to combat video games like Medal of Honor—this book reveals how the genre’s aesthetic forms reflect (and influence) how American culture conceives of war, nation, and representation itself.
Playing War
Title | Playing War PDF eBook |
Author | Matthew Thomas Payne |
Publisher | NYU Press |
Pages | 283 |
Release | 2016-04-05 |
Genre | Games & Activities |
ISBN | 1479848565 |
Explores the culture that made military shooter video games popular, and key in understanding the War on Terror No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.
Serious Games
Title | Serious Games PDF eBook |
Author | Ralf Dörner |
Publisher | Springer |
Pages | 429 |
Release | 2016-08-25 |
Genre | Computers |
ISBN | 3319406124 |
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.
Same Bed Different Dreams
Title | Same Bed Different Dreams PDF eBook |
Author | Ed Park |
Publisher | Random House |
Pages | 545 |
Release | 2024-10-29 |
Genre | Fiction |
ISBN | 0812988329 |
PULITZER PRIZE FINALIST • A wild, sweeping novel that imagines an alternate secret history of Korea and the traces it leaves on the present—loaded with assassins and mad poets, RPGs and slasher films, pop bands and the perils of social media “Your view of twentieth-century history will be enlarged and altered. . . . A Gravity’s Rainbow for another war, an unfinished war.” —Jonathan Lethem, author of The Fortress of Solitude WINNER OF THE LOS ANGELES TIMES BOOK PRIZE • ONE OF PUBLISHERS WEEKLY’S TEN BEST BOOKS OF THE YEAR • NEW YORK TIMES BOOK REVIEW EDITORS’ CHOICE A BEST BOOK OF THE YEAR: The New York Times Book Review, The Washington Post, Los Angeles Times, Chicago Public Library, Polygon, Kirkus Reviews In 1919, far-flung patriots establish the Korean Provisional Government to protest the Japanese occupation of their country. This government-in-exile proves mostly symbolic, though, and after Japan’s defeat in World War II, the KPG dissolves and civil war erupts, resulting in the tragic North-South split that remains today. But what if the KPG still existed—now working toward a unified Korea, secretly pulling levers to further its aims? Same Bed Different Dreams weaves together three distinct narrative voices with an archive of mysterious images, and twists reality like a kaleidoscope. Korean history, American pop culture, and our tech-fraught lives come together in this extraordinary and unforgettable novel. Soon Sheen, a former writer now employed by the tech behemoth GLOAT, comes into possession of an unfinished book seemingly authored by the KPG. The manuscript is a riveting revisionist history, connecting famous names and obscure bit players to the KPG’s grand project—everyone from Syngman Rhee and architect-poet Yi Sang to Jack London and Marilyn Monroe. M*A*S*H is in here, too, as are the Moonies and a history of violence extending from the assassination of President McKinley to the Reagan-era downing of a passenger plane that puts the world on the brink of war. From the acclaimed author of Personal Days, Same Bed Different Dreams is a raucously funny feat of imagination and a thrilling meld of history and fiction that pulls readers into another dimension—one in which utopia is possible.