Game - World - Architectonics
Title | Game - World - Architectonics PDF eBook |
Author | Marc Bonner |
Publisher | |
Pages | |
Release | 2021 |
Genre | |
ISBN | 9783968220482 |
Architectonics of Game Spaces
Title | Architectonics of Game Spaces PDF eBook |
Author | Andri Gerber |
Publisher | Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner |
Pages | 346 |
Release | 2019-10 |
Genre | |
ISBN | 9783837648027 |
What consequences does the design of the virtual yield for architecture and to what extent can architecture be used to turn game-worlds into sustainable places in "reality"? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with architecture.
Architectonics of Game Spaces
Title | Architectonics of Game Spaces PDF eBook |
Author | Andri Gerber |
Publisher | transcript Verlag |
Pages | 347 |
Release | 2020-03-31 |
Genre | Architecture |
ISBN | 3839448026 |
What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate.
Paratextualizing Games
Title | Paratextualizing Games PDF eBook |
Author | Benjamin Beil |
Publisher | transcript Verlag |
Pages | 364 |
Release | 2021-11-30 |
Genre | Social Science |
ISBN | 3732854213 |
Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
Medium Design
Title | Medium Design PDF eBook |
Author | Keller Easterling |
Publisher | Verso Books |
Pages | 177 |
Release | 2021-01-19 |
Genre | Art |
ISBN | 1788739345 |
How to Design the World: Working Without Solutions In Medium Design everyone is a designer. But design, in this case, inverts the typical focus on object over its settings to concentrate on the medium—the matrix space between objects, events, and ideological declarations. It disrupts habitual modern approaches to the world’s intractable dilemmas—from climate cataclysm to inequality to concentrations of authoritarian power. In a series of case studies dealing with everything from automation and migration to explosive urban growth and atmospheric changes, Medium Design offers spatial tools for innovation and global decision-making to challenge the authority of more familiar legal or economic approaches. From this perspective, solutions are mistakes and ideologies are unreliable guides. Rather than the modern desire for the new, designers find more sophistication in relationships between emergent and incumbent technologies. Encouraging entanglement, medium design does not try to eliminate problems but rather to put them together in productive combinations. And in the process of reconceptualizing design, Easterling puzzles over bulletproof powers, Stanley Kubrick, ISIS recruits, literary characters, and iconic activists in the hope of outwitting political deadlocks and offering forms of activism for modulating power and temperament in organizations of all kinds.
Games and Rules
Title | Games and Rules PDF eBook |
Author | Beat Suter |
Publisher | transcript Verlag |
Pages | 323 |
Release | 2019-03-31 |
Genre | Social Science |
ISBN | 3839443040 |
Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.
Red Dead Redemption
Title | Red Dead Redemption PDF eBook |
Author | John Wills |
Publisher | University of Oklahoma Press |
Pages | 240 |
Release | 2023-03-30 |
Genre | Games & Activities |
ISBN | 0806192593 |
While the Western was dying a slow death across the cultural landscape, it was blazing back to life as a video game in the early twenty-first century. Rockstar Games’ Red Dead franchise, beginning with Red Dead Revolver in 2004, has grown into one of the most critically acclaimed video game franchises of the twenty-first century. Red Dead Redemption: History, Myth, and Violence in the Video Game West offers a critical, interdisciplinary look at this cultural phenomenon at the intersection of game studies and American history. Drawing on game studies, western history, American studies, and cultural studies, the authors train a wide-ranging, deeply informed analytic perspective on the Red Dead franchise—from its earliest incarnation to the latest, Red Dead Redemption 2 (2018). Their intersecting chapters put the series in the context of American history, culture, and contemporary media, with inquiries into issues of authenticity, realism, the meaning of play and commercial promotion, and the relationship between the game and the wider cultural iterations of the classic Western. The contributors also delve into the role the series’ development has played in recent debates around working conditions in the gaming industry and gaming culture. In its redeployment and reinvention of the Western’s myth and memes, the Red Dead franchise speaks to broader aspects of American culture—the hold of the frontier myth and the “Wild West” over the popular imagination, the role of gun culture in society, depictions of gender and ethnicity in mass media, and the increasing allure of digital escapism—all of which come in for scrutiny here, making this volume a vital, sweeping, and deeply revealing cultural intervention.