Videogame Sciences and Arts

Videogame Sciences and Arts

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  • Author: Inês Barbedo
  • Publisher: Springer Nature
  • ISBN: 303095305X
  • Category : Computers
  • Languages : en
  • Pages : 153

This book constitutes the refereed proceedings of the 12th International Conference on Videogame Sciences and Arts, VJ 2020, held in Mirandela, Portugal, in November 2020.* The 10 full papers presented were carefully reviewed and selected from 46 submissions. *The conference was held online due to the COVID-19 pandemic.


Videogame Sciences and Arts

Videogame Sciences and Arts

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  • Author: Nelson Zagalo
  • Publisher: Springer Nature
  • ISBN: 3030379833
  • Category : Computers
  • Languages : en
  • Pages : 282

This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.


Videogame Sciences and Arts

Videogame Sciences and Arts

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  • Author: Liliana Vale Costa
  • Publisher: Springer Nature
  • ISBN: 3031514521
  • Category : Computers
  • Languages : en
  • Pages : 347

This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28–30, 2023. The 17 full papers and the 6 short papers presented were carefully reviewed and selected from 64 submissions. They are organized in topical sections named: game experience and evaluation; game-based learning and edutainment; games and culture; game design and development.


Videogame Sciences and Arts

Videogame Sciences and Arts

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  • Author:
  • Publisher:
  • ISBN: 9783030379841
  • Category : Video games
  • Languages : en
  • Pages : 282

This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.


Videogame Sciences and Arts

Videogame Sciences and Arts

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  • Author: Inês Barbedo
  • Publisher:
  • ISBN: 9783030953065
  • Category :
  • Languages : en
  • Pages : 0

This book constitutes the refereed proceedings of the 12th International Conference on Videogame Sciences and Arts, VJ 2020, held in Mirandela, Portugal, in November 2020.* The 10 full papers presented were carefully reviewed and selected from 46 submissions. *The conference was held online due to the COVID-19 pandemic.


Gaming Matters

Gaming Matters

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  • Author: Judd Ethan Ruggill
  • Publisher: University of Alabama Press
  • ISBN: 0817317376
  • Category : Games & Activities
  • Languages : en
  • Pages : 168

In Gaming Matters, McAllister and Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo.


Video Game Art Reader

Video Game Art Reader

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  • Author: Tiffany Funk
  • Publisher: Amherst College Press
  • ISBN: 1943208344
  • Category : Art
  • Languages : en
  • Pages : 118

This volume of VGAR critically analyzes video game art as a means of survival. Though "survival strategy" exists as a defined gaming genre, all video games-as unique, participatory artworks-model both individual and collaborative means of survival through play. Video games offer opportunities to navigate both historical and fictional conflicts, traverse landscapes devastated by climate change or nuclear holocaust, and manage the limited resources of individuals or even whole civilizations on earth and beyond. They offer players a dizzying array of dystopian scenarios in which to build and invent, cooperate with others (through other players, NPCs, or AI) to survive another day. Contributors show how video games focus attention, hone visuospatial skills, and shape cognitive control and physical reflexes and thus have the power to participate in the larger context of radical, activist artworks that challenge destructive hegemonic structures as methods of human conditioning, coping, and creating.


Video Games as Art

Video Games as Art

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  • Author: Frank G. Bosman
  • Publisher: Walter de Gruyter GmbH & Co KG
  • ISBN: 3110731010
  • Category : History
  • Languages : en
  • Pages : 124

Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.


Disability and Video Games

Disability and Video Games

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  • Author: Markus Spöhrer
  • Publisher: Springer Nature
  • ISBN: 3031343743
  • Category : Social Science
  • Languages : en
  • Pages : 365

This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of how Game Studies can profit from a Disability Studies perspective of en-/disabling gaming and issues of disability, (in)accessibility and ableism, and vice versa. Instead of departing from the medical model of disability that informs a wide range of publications on “disabled” gaming and that preconceives users as either “able-bodied,” “normal” or as “disabled,” “deficit,” or “unable to play,” our central premise is that dis/ability is not an essential characteristic of the playing subject. We rather intend to analyze the complex infrastructures of playing, i.e., the complex interplay of heterogeneous human and non-human actors, that are en- or disabling.


Gaming and the Arts of Storytelling

Gaming and the Arts of Storytelling

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  • Author: Darshana Jayemanne
  • Publisher: MDPI
  • ISBN: 3039212311
  • Category : Philosophy
  • Languages : en
  • Pages : 144

This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative