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Indie Games in the Digital Age

Indie Games in the Digital Age PDF Author: M.J. Clarke
Publisher: Bloomsbury Publishing USA
ISBN: 1501356445
Category : Social Science
Languages : en
Pages : 223

Book Description
A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.

Indie Games in the Digital Age

Indie Games in the Digital Age PDF Author: M.J. Clarke
Publisher: Bloomsbury Publishing USA
ISBN: 1501356445
Category : Social Science
Languages : en
Pages : 223

Book Description
A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.

Indie Games in the Digital Age

Indie Games in the Digital Age PDF Author: M.J. Clarke
Publisher: Bloomsbury Publishing USA
ISBN: 1501356437
Category : Social Science
Languages : en
Pages : 240

Book Description
A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.

Indie Games in the Digital Age

Indie Games in the Digital Age PDF Author: M. J. Clarke
Publisher:
ISBN: 9781501356421
Category : Electronic books
Languages : en
Pages : 193

Book Description
"A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley , to chart more precisely the productive and instructive disruption that this new site of cultural production offers."--

Literature in the Digital Age

Literature in the Digital Age PDF Author: Adam Hammond
Publisher: Cambridge University Press
ISBN: 1316483185
Category : Literary Criticism
Languages : en
Pages : 255

Book Description
Literature in a Digital Age: An Introduction guides readers through the most salient theoretical, interpretive, and creative possibilities opened up by the shift to digital literary forms such as e-books, digital archives, and electronic literature. While Digital Humanities (DH) has been hailed as the 'next big thing' in literary studies, many students and scholars remain perplexed as to what a DH approach to literature entails, and skeptical observers continue to see literature and the digital world as fundamentally incompatible. In its argument that digital and traditional scholarship should be placed in dialogue with each other, this book contextualizes the advent of the digital in literary theory, explores the new questions readers can ask of texts when they become digitized, and investigates the challenges that fresh forms of born-digital fiction pose to existing models of literary analysis.

Roleplaying Games in the Digital Age

Roleplaying Games in the Digital Age PDF Author: Stephanie Hedge
Publisher: McFarland
ISBN: 1476676860
Category : Games & Activities
Languages : en
Pages : 242

Book Description
The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players. Such shifts elicit new scholarly perspectives. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.

The Cambridge Companion to Literature in a Digital Age

The Cambridge Companion to Literature in a Digital Age PDF Author: Adam Hammond
Publisher: Cambridge University Press
ISBN: 100934952X
Category : Literary Criticism
Languages : en
Pages : 317

Book Description
This book explores the way that digital forms and methods are reconfiguring the foundational concepts of literary studies.

Defining Identity and the Changing Scope of Culture in the Digital Age

Defining Identity and the Changing Scope of Culture in the Digital Age PDF Author: Novak, Alison
Publisher: IGI Global
ISBN: 1522502130
Category : Computers
Languages : en
Pages : 341

Book Description
Since the popularization of Internet technologies in the mid-1990s, human identity and collective culture has been dramatically shaped by our continued use of digital communication platforms and engagement with the digital world. Despite a plethora of scholarship on digital technology, questions remain regarding how these technologies impact personal identity and perceptions of global culture. Defining Identity and the Changing Scope of Culture in the Digital Age explores a multitude of topics pertaining to self-hood, self-expression, human interaction, and perceptions of civilization and culture in an age where technology has become integrated into every facet of our everyday lives. Highlighting issues of race, ethnicity, and gender in digital culture, interpersonal and computer-mediated communication, pop culture, social media, and the digitization of knowledge, this pivotal reference publication is designed for use by scholars, psychologists, sociologists, and graduate-level students interested in the fluid and rapidly evolving norms of identity and culture through digital media.

Virtual Identities and Digital Culture

Virtual Identities and Digital Culture PDF Author: Victoria Kannen
Publisher: Taylor & Francis
ISBN: 1000843084
Category : Social Science
Languages : en
Pages : 275

Book Description
Virtual Identities and Digital Culture investigates how our online identities and cultures are embedded within the digital practices of our lives, exploring how we form community, how we play, and how we re-imagine traditional media in a digital world. The collection explores a wide range of digital topics – from dating apps, microcelebrity, and hackers to auditory experiences, Netflix algorithms, and live theatre online – and builds on existing work in digital culture and identity by bringing new voices, contemporary examples, and highlighting platforms that are emerging in the field. The book speaks to the modern reality of how our digital lives have been forever altered by our transnational experiences – one of those key experiences is the pandemic, but so too is systemic inequality, questions of digital privacy, and the role of joy in our online lives. A vital contribution at a time of significant social and cultural flux, this book will be highly relevant to those studying digital culture within media, communication, cultural studies, digital humanities, and sociology departments.

Music and Sonic Environments in Video Games

Music and Sonic Environments in Video Games PDF Author: Kate Galloway
Publisher: Taylor & Francis
ISBN: 1040135374
Category : Music
Languages : en
Pages : 222

Book Description
Music and Sonic Environments in Video Games brings together a range of perspectives that explore how music and sound in video games interact with virtual and real environments, often in innovative and unexpected ways. Drawing on a range of game case studies and disciplinary perspectives, the contributors consider the sonic environment in games as its own storytelling medium. Highlighting how dynamic video game soundscapes respond to players’ movements, engage them in collaborative composition, and actively contribute to worldbuilding, the chapters discuss topics including genre conventions around soundscape design, how sonic environments shape players’ perceptions, how game sound and music model ecological processes and nonhuman relationships, and issues of cultural and geographic representation. Together, the essays in this volume bring game music and sound into the environmental humanities and transform our understanding of sonic environments as an essential part of storytelling in interactive media. Engaging a wide variety of game genres and communities of play, this book will be of interest to students and scholars of music, media studies, critical game studies, popular culture, and sound studies.

The Videogame Industry Does Not Exist

The Videogame Industry Does Not Exist PDF Author: Brendan Keogh
Publisher: MIT Press
ISBN: 0262545403
Category : Games & Activities
Languages : en
Pages : 267

Book Description
The precarious reality of videogame production beyond the corporate blockbuster studios of North America. The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom—in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist presents a much more accurate and nuanced picture of how the vast majority of videogame-makers work—a picture that reveals the diverse and precarious communities, identities, and approaches that make videogame production a significant cultural practice. Drawing on insights provided by over 400 game developers across Australia, North America, Europe, and Southeast Asia, Brendan Keogh develops a new framework for understanding videogame production as a cultural field in all its complexity. Part-time hobbyists, aspirational students, client-facing contractors, struggling independents, artist collectives, and tightly knit local scenes—all have a place within this model. But proponents of non-commercial game making don't exist in isolation; Keogh shows how they and their commercial counterparts are deeply interconnected and codependent in the field of videogame production. A cultural intervention, The Videogame Industry Does Not Exist challenges core assumptions about videogame production—ideas about creativity, professionalism, labor, diversity, education, globalization, and community. Its in-depth, complex portrayal suggests new ways of seeing, and engaging in, the videogame industry that really does exist.