Author: Colin Milburn
Publisher: Duke University Press
ISBN: 1478002786
Category : Social Science
Languages : en
Pages : 216
Book Description
In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.
Respawn
Author: Colin Milburn
Publisher: Duke University Press
ISBN: 1478002786
Category : Social Science
Languages : en
Pages : 216
Book Description
In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.
Publisher: Duke University Press
ISBN: 1478002786
Category : Social Science
Languages : en
Pages : 216
Book Description
In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.
Sombra
Author: Leslie McAdam
Publisher: Leslie McAdam
ISBN:
Category : Fiction
Languages : en
Pages : 360
Book Description
Publisher: Leslie McAdam
ISBN:
Category : Fiction
Languages : en
Pages : 360
Book Description
The Art of Failure
Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262019051
Category : Games & Activities
Languages : en
Pages : 173
Book Description
An exploration of why we play video games despite the fact that we are almost certain to feel unhappy when we fail at them.
Publisher: MIT Press
ISBN: 0262019051
Category : Games & Activities
Languages : en
Pages : 173
Book Description
An exploration of why we play video games despite the fact that we are almost certain to feel unhappy when we fail at them.
The Dirty Way to Destroy the Goddess's Heroes, Vol. 1 (light novel)
Author: Sakuma Sasaki
Publisher: Yen Press LLC
ISBN: 1975357124
Category : Comics & Graphic Novels
Languages : en
Pages : 217
Book Description
Shinichi Sotoyama might just be the world’s most average high schooler. That is, until he finds himself summoned by the Blue Demon King to a fantasy world—just like his favorite RPG games! Except this Demon King is pathetically begging at his feet, lamenting the arrival of some “heroes”...who apparently, have infinite lives and respawn over and over again?!Unlike his hysterical summoner, Shinichi coolly takes on the challenge of fending off these pesky heroes, literally shaking hands with the devil. But the demon clan is about to find out that his twisted mind is darker than the worst of them!
Publisher: Yen Press LLC
ISBN: 1975357124
Category : Comics & Graphic Novels
Languages : en
Pages : 217
Book Description
Shinichi Sotoyama might just be the world’s most average high schooler. That is, until he finds himself summoned by the Blue Demon King to a fantasy world—just like his favorite RPG games! Except this Demon King is pathetically begging at his feet, lamenting the arrival of some “heroes”...who apparently, have infinite lives and respawn over and over again?!Unlike his hysterical summoner, Shinichi coolly takes on the challenge of fending off these pesky heroes, literally shaking hands with the devil. But the demon clan is about to find out that his twisted mind is darker than the worst of them!
Apex Legends: Pathfinder's Quest (Lore Book)
Author: Respawn Entertainment
Publisher: Dark Horse Comics
ISBN: 1506719902
Category : Games & Activities
Languages : en
Pages : 212
Book Description
Explore the world of the hit game through the eyes of the lovable robot, Pathfinder, as he chronicles his journey throughout the various environs of the Outlands to interview his fellow Legends -- all in the hope of finally locating his mysterious creator. The rich history of Apex Legends is explained by the characters that helped to shape it, as are their unique bonds of competition and camaraderie.
Publisher: Dark Horse Comics
ISBN: 1506719902
Category : Games & Activities
Languages : en
Pages : 212
Book Description
Explore the world of the hit game through the eyes of the lovable robot, Pathfinder, as he chronicles his journey throughout the various environs of the Outlands to interview his fellow Legends -- all in the hope of finally locating his mysterious creator. The rich history of Apex Legends is explained by the characters that helped to shape it, as are their unique bonds of competition and camaraderie.
Gamers Never Die They Respawn Notebook
Author: Timo Gschwendner
Publisher:
ISBN: 9781697554885
Category :
Languages : en
Pages : 111
Book Description
This notebook is the perfect gift for gamers and gamblers. Content: 110 pages lined. Perfect for notes, sketches, paintings or as a diary!
Publisher:
ISBN: 9781697554885
Category :
Languages : en
Pages : 111
Book Description
This notebook is the perfect gift for gamers and gamblers. Content: 110 pages lined. Perfect for notes, sketches, paintings or as a diary!
Safe Zone
Author: R. T. Martin
Publisher: Millbrook Press
ISBN: 1541553217
Category : Young Adult Fiction
Languages : en
Pages : 112
Book Description
Audisee® eBooks with Audio combine professional narration and sentence highlighting for an engaging read aloud experience! No_Idea has actually no idea how he wound up in the middle of a zombie apocalypse. It's not until he meets another player, named N3V3RDIE, that he learns he's been selected to test a virtual reality video game. And if they don't win the game, they'll be stuck inside the virtual world forever. Will No_Idea figure out the gameplay and make it to the game's safe zone in time, or will he end up trapped in a world filled with virtual zombies?
Publisher: Millbrook Press
ISBN: 1541553217
Category : Young Adult Fiction
Languages : en
Pages : 112
Book Description
Audisee® eBooks with Audio combine professional narration and sentence highlighting for an engaging read aloud experience! No_Idea has actually no idea how he wound up in the middle of a zombie apocalypse. It's not until he meets another player, named N3V3RDIE, that he learns he's been selected to test a virtual reality video game. And if they don't win the game, they'll be stuck inside the virtual world forever. Will No_Idea figure out the gameplay and make it to the game's safe zone in time, or will he end up trapped in a world filled with virtual zombies?
Computer Gaming World
Bridge Quest: A GameLit Adventure Series (Book 1)
Author: pdmac
Publisher: Trimble Hollow Press
ISBN: 194649514X
Category : Fiction
Languages : en
Pages : 720
Book Description
Karl is worse than a newb. He doesn’t even like role playing games. Still, they did give him a choice: totally immerse or die. Now Karl is on his very first adventure into the gaming world of Bridge Quest. It’s a world so real that it’s hard to tell the difference between NPCs and the players; where tastes, smells, sounds and experiences are so vivid you forget you’re in an artificial world. Except for those pesky popups and stats charts, Karl discovers he’s having more fun than in real life. He even gets to kill orcs, gnolls, trolls, and goblins and then hang out with gorgeous women. And the best part is that he’ll never die… at least that’s what they told him. Unfortunately, there is one significant drawback – there’s no coffee. Warning: Strong female and male characters with Mild Harem Overtone
Publisher: Trimble Hollow Press
ISBN: 194649514X
Category : Fiction
Languages : en
Pages : 720
Book Description
Karl is worse than a newb. He doesn’t even like role playing games. Still, they did give him a choice: totally immerse or die. Now Karl is on his very first adventure into the gaming world of Bridge Quest. It’s a world so real that it’s hard to tell the difference between NPCs and the players; where tastes, smells, sounds and experiences are so vivid you forget you’re in an artificial world. Except for those pesky popups and stats charts, Karl discovers he’s having more fun than in real life. He even gets to kill orcs, gnolls, trolls, and goblins and then hang out with gorgeous women. And the best part is that he’ll never die… at least that’s what they told him. Unfortunately, there is one significant drawback – there’s no coffee. Warning: Strong female and male characters with Mild Harem Overtone
Posthuman Gaming
Author: Poppy Wilde
Publisher: Taylor & Francis
ISBN: 1000963071
Category : Games & Activities
Languages : en
Pages : 243
Book Description
Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects and embodiments – what it means and how it feels to be posthuman. With a focus on posthuman subjectivity, Wilde considers how we can begin to articulate ourselves when the boundary between self and other is unclear. Drawing on fieldnotes of her own gameplay experiences, the author analyses how subjectivity is formed in ways that defy a single individual notion of "self", and explores how different practices, feelings, and societal understandings can disrupt strict binaries and emphasise our posthumanism. She interrogates if one can speak of an "I" in the face of posthuman multiplicity, before exploring different analytical themes, beginning with how acting theories might be posthumanised and articulate the relationship between avatar and gamer. She then defines posthuman empathy and explains how this is experienced in gaming, before addressing the need to account for boredom, the complexity of nostalgia, and ways death and loss are experienced through gaming. This volume will appeal to a broad audience and is particularly relevant to scholars and students of cultural studies, media studies, humanities, and game studies. Chapters 2 and 7 of this book are freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.
Publisher: Taylor & Francis
ISBN: 1000963071
Category : Games & Activities
Languages : en
Pages : 243
Book Description
Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects and embodiments – what it means and how it feels to be posthuman. With a focus on posthuman subjectivity, Wilde considers how we can begin to articulate ourselves when the boundary between self and other is unclear. Drawing on fieldnotes of her own gameplay experiences, the author analyses how subjectivity is formed in ways that defy a single individual notion of "self", and explores how different practices, feelings, and societal understandings can disrupt strict binaries and emphasise our posthumanism. She interrogates if one can speak of an "I" in the face of posthuman multiplicity, before exploring different analytical themes, beginning with how acting theories might be posthumanised and articulate the relationship between avatar and gamer. She then defines posthuman empathy and explains how this is experienced in gaming, before addressing the need to account for boredom, the complexity of nostalgia, and ways death and loss are experienced through gaming. This volume will appeal to a broad audience and is particularly relevant to scholars and students of cultural studies, media studies, humanities, and game studies. Chapters 2 and 7 of this book are freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.