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:
  • 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: 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.


Videogames and Art

Videogames and Art

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  • Author: Andy Clarke
  • Publisher: Intellect Books
  • ISBN:
  • Category : Art
  • Languages : en
  • Pages : 296

Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry.


The Art of Game Design

The Art of Game Design

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  • Author: Jesse Schell
  • Publisher: CRC Press
  • ISBN: 0123694965
  • Category : Art
  • Languages : en
  • Pages : 522

Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.


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.


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.


Video Game Art

Video Game Art

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  • Author: Nic Kelman
  • Publisher:
  • ISBN:
  • Category : Computer art
  • Languages : en
  • Pages : 324

Explores the art and design of video games and discusses the new medium's relationships to traditional art and design forms.


How to Do Things with Videogames

How to Do Things with Videogames

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  • Author: Ian Bogost
  • Publisher: U of Minnesota Press
  • ISBN: 145293312X
  • Category : Games & Activities
  • Languages : en
  • Pages : 194

In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.