Raising the Stakes

Raising the Stakes

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  • Author: T. L. Taylor
  • Publisher: MIT Press
  • ISBN: 0262527588
  • Category : Games & Activities
  • Languages : en
  • Pages : 333

How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.


Computer Gaming World's Why Won't This #@$! Game Work

Computer Gaming World's Why Won't This #@$! Game Work

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  • Author: Denny Atkin
  • Publisher: Bradygames
  • ISBN: 9781566865807
  • Category : Computer games
  • Languages : en
  • Pages : 172

PC Gaming: Computer Gaming World's Instant Expert Guide covers everything new game players need to know, such as game genres, terminology, ratings, and new technology, as well as hardware needs, accessories, and how to troubleshoot the most common problems. The free CD includes hot game demos, such as Quake, Star Trek Generations and Command & Conquer Red Alert, which are attractive to avid players, but will also serve as a "try-before-you-buy" sampler for new gamers.


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.


Starflight: How the PC and DOS Exploded Computer Gaming

Starflight: How the PC and DOS Exploded Computer Gaming

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  • Author: Jamie Lendino
  • Publisher: Steel Gear Press
  • ISBN: 1957932015
  • Category : Computers
  • Languages : en
  • Pages : 386

No one saw it coming. At its launch in 1981, IBM’s original Personal Computer was an expensive business machine—not a gaming behemoth of the kind you saw from Apple, Atari, Commodore, and Tandy. But by 1990, the PC had trampled all its competitors and become the gaming juggernaut it remains to this day. How did this happen? What did the PC do that the ostensibly superior Commodore Amiga, Atari ST, and Apple IIGS, couldn’t? In Starflight: How the PC and DOS Exploded Computer Gaming 1987–1994, author Jamie Lendino tells the full story, starting with the PC’s humble CGA and monochrome origins, moving through early ill-fated (if influential) failures such as the PCjr and Tandy 1000, and diving deep into the industry-shattering innovations in processing, graphics, sound, software, and distribution that gave the PC (and the gamers who loved it) unprecedented power and reach. Along the way, Lendino explores more than 110 of the PC’s most entertaining and important games, revealing how they paved the way for PC supremacy while also offering players new levels of challenge and fun. From groundbreaking graphic adventures (King’s Quest, The Secret of Monkey Island), innovative role-playing games (Ultima, Might and Magic), and sprawling space combat epics (Wing Commander, X-Wing) to titanic strategy titles (Civilization, X-Com), first-person shooters (Stellar 7, Doom), wide-ranging simulations (Stunts, Falcon 3.0), and hard-driving arcade action games (Arkanoid, Raptor), you’ll discover every detail of how the PC’s games catapulted it into the computer gaming stratosphere. Whether you were there at the time—experiencing first-hand the transition of EGA to VGA and single-voice beeps and boops to sweepingly symphonic Roland MT-32 sound, and discovering historic titles upon their release—or you’re only now discovering the wonders of the era, Starflight: How the PC and DOS Exploded Computer Gaming 1987–1994 is a fresh, dynamic, and impossible-to-put-it-down look at the years when PC gaming—and computer gaming itself—changed forever.


Computer Gaming World

Computer Gaming World

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  • Author:
  • Publisher:
  • ISBN:
  • Category : Computer games
  • Languages : en
  • Pages : 582


Play Between Worlds

Play Between Worlds

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  • Author: T. L. Taylor
  • Publisher: MIT Press
  • ISBN: 0262250543
  • Category : Computers
  • Languages : en
  • Pages : 206

A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.


Computer Games

Computer Games

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  • Author: Blair Carter
  • Publisher: Nova Publishers
  • ISBN: 9781590335260
  • Category : Computer games
  • Languages : en
  • Pages : 182

Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.


Intermedia Games—Games Inter Media

Intermedia Games—Games Inter Media

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  • Author: Michael Fuchs
  • Publisher: Bloomsbury Publishing USA
  • ISBN: 1501330500
  • Category : Social Science
  • Languages : en
  • Pages : 247

This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.


Game Plan

Game Plan

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  • Author: Ste Curran
  • Publisher: Rotovision
  • ISBN: 9782880466961
  • Category : Computers
  • Languages : en
  • Pages : 160

Taking in ten works of gaming genius from video gaming's brief, rich history, Game Plan explores how these pivotal pieces of digital art evolved the industry. Conversations with creators and producers reveal the inspirations behind their masterworks, as well as giving insights into the development process itself. Games examined include Namco's pill-thrill Pac-Man, Shigeru Miyamoto's epoch-defining Mario 64, and Bell and Braben's mid-1980's space opera, Elite. Also featured is Tomb Raider, the UK's biggest selling game of all time, which turned Laura Croft from 500 triangles into a style icon, defined gaming's break into the mainstream at the end of the 1990s, and even won a BAFTA for its outstanding contribution to the interactive industry. Illustrated with original concept sketches, work in progress CGI renders, and screenshots of the finished creations, Game Plan offers a chance to both savor its past and catch a glimpse of its stellar future.


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.