Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes]

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  • Author: Mark J. P. Wolf
  • Publisher: Bloomsbury Publishing USA
  • ISBN: 1440870209
  • Category : Games & Activities
  • Languages : en
  • Pages : 1365

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.


Video Games

Video Games

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  • Author: Kevin Hile
  • Publisher: Greenhaven Publishing LLC
  • ISBN: 1420503065
  • Category : Young Adult Nonfiction
  • Languages : en
  • Pages : 106

The evolution of the video game is incredible; from a two-colored screen with paddle and pong to fully immersive alternate playing worlds, it is one technology that seems to be constantly evolving. This volume explains the history of video games, the considerations of their impact on players and society, and how they can be used as educational tools. Readers will learn about the future of video games as well.


Video Games as Culture

Video Games as Culture

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  • Author: Daniel Muriel
  • Publisher: Routledge
  • ISBN: 1317223926
  • Category : Social Science
  • Languages : en
  • Pages : 198

Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.


The Composition of Video Games

The Composition of Video Games

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  • Author: Johansen Quijano
  • Publisher: McFarland
  • ISBN: 1476637156
  • Category : Games & Activities
  • Languages : en
  • Pages : 243

Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play all find a place within, and are constrained by, computer systems whose purpose is to create an immersive player experience. In the relatively short life of video game studies, many authors have approached the question of how games function, some focusing on technical aspects of game design, others on rules of play. Taking a holistic view, this study explores how ludology, narratology, visual rhetoric, musical theory and player psychology work (or don't work) together to create a cohesive experience and to provide a unified framework for understanding video games.


Methods for Studying Video Games and Religion

Methods for Studying Video Games and Religion

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  • Author: Vít Šisler
  • Publisher: Routledge
  • ISBN: 1315518325
  • Category : Religion
  • Languages : en
  • Pages : 222

Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.


Violent and Explicit Video Games

Violent and Explicit Video Games

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  • Author: United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection
  • Publisher:
  • ISBN:
  • Category : Games & Activities
  • Languages : en
  • Pages : 164


The Psychology of Video Games

The Psychology of Video Games

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  • Author: Celia Hodent
  • Publisher: Routledge
  • ISBN: 1000194760
  • Category : Psychology
  • Languages : en
  • Pages : 110

What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.


Video Games and Spatiality in American Studies

Video Games and Spatiality in American Studies

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  • Author: Dietmar Meinel
  • Publisher: Walter de Gruyter GmbH & Co KG
  • ISBN: 3110675188
  • Category : History
  • Languages : en
  • Pages : 301

While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.


Sex, Brains, and Video Games

Sex, Brains, and Video Games

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  • Author: Jennifer Burek Pierce
  • Publisher: American Library Association
  • ISBN: 0838915507
  • Category : Language Arts & Disciplines
  • Languages : en
  • Pages : 258

How do we break through and truly reach our young adult patrons? It begins with understanding them. Librarians who work with teens need information and a big-picture perspective on adolescence that reflects the latest knowledge of cognate fields and the contemporary realities of young people's lives. In this greatly revised and updated edition of her popular guide Burek Pierce provides exactly that, selecting and synthesizing emerging information from multiple fields of research to effectively support librarians' work with teens. Far-reaching but pragmatic, this book discusses such important topics as identity and community, sex and sexualities, what experts can tell us about the adolescent brain, and how teens use technology to mediate the world; replaces outdated developmental theories that have been discarded in their home fields but are still sometimes used in the LIS world; looks at how to blend what research tells us about teens with day-to-day work in libraries; reflects new norms of professional practice, such as the increased importance of community engagement and partnerships, offering librarians a path towards cooperation and collaboration with peers outside the library world; and includes a bibliography of essential reading for YA librarians. Educators and practitioners, as well as students preparing to enter the field, will all benefit from this compact overview of contemporary research on adolescence.


Women in Historical and Archaeological Video Games

Women in Historical and Archaeological Video Games

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  • Author: Jane Draycott
  • Publisher: Walter de Gruyter GmbH & Co KG
  • ISBN: 3110724278
  • Category : History
  • Languages : en
  • Pages : 360

This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.