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Author: Carly A. Kocurek Publisher: Bloomsbury Publishing USA ISBN: 1501319787 Category : Games & Activities Languages : en Pages : 185
Book Description
Offers insight into the early development of the games for girls movement of the 1990s and the lasting impact of Brenda Laurel’s game design breakthroughs.
Author: Geert Lovink Publisher: instituteofnetworkcultures ISBN: 9078146079 Category : Culture Languages : en Pages : 230
Book Description
This study examines the dynamics of critical Internet culture after the medium opened to a broader audience in the mid 1990s. It is Geert Lovink's PhD thesis, submitted late 2002, written in between his two books on the same topic: Dark Fiber (2002) and My First Recession (2003). The core of the research consists of four case studies of non-profit networks: the Amsterdam community provider, The Digital City (DDS); the early years of the nettime mailinglist community; a history of the European new media arts network Syndicate; and an analysis of the streaming media network Xchange. The research describes the search for sustainable community network models in a climate of hyper growth and increased tensions and conflict concerning moderation and ownership of online communities.
Author: Mary Kenney Publisher: Running Press Kids ISBN: 0762474556 Category : Young Adult Nonfiction Languages : en Pages : 307
Book Description
Discover the women behind the video games we love—the iconic games they created, the genres they invented, the studios and companies they built—and how they changed the industry forever. Women have always made video games, from the 1960s and the first-of-its-kind, projector-based Sumerian Game to the blockbuster Uncharted games that defined the early 2000s. Women have been behind the writing, design, scores, and engines that power one of the most influential industries out there. In Gamer Girls, now you can explore the stories of 25 of those women. Bursting with bold artwork, easy-to-read profiles, and real-life stories of the women working on games like Centipede, Final Fantasy, Halo, and more, this dynamic illustrated book shows what a huge role women have played—and will continue to play—in the creation of video games. With additional sidebars about other influential women in the industry, as well as a glossary and additional resources page, Gamer Girls offers a look into the work and lives of influential pixel queens such as: Roberta Williams (one of the creators of the adventure genre) Mabel Addis Mergardt (the first person to write a video game) Muriel Tramis (the French "knight" of video games) Keiko Erikawa (creator of the otome genre) Yoko Shimomura (composer for Street Fighter, Final Fantasy, and Kingdom Hearts) Rebecca Heineman (first national video game tournament champion) Danielle Bunten Berry (creator of M.U.L.E. and early advocate for multiplayer games) and more! Whether you’re a gamer girl who plays video games, a gamer girl who makes video games, or a parent raising a gamer girl, this entertaining, inspiring book will have you itching to pick up a controller or create your own video games!
Author: Charlie Hargood Publisher: Springer Nature ISBN: 3031052145 Category : Computers Languages : en Pages : 344
Book Description
Authoring, its tools, processes, and design challenges are key issues for the Interactive Digital Narrative (IDN) research community. The complexity of IDN authoring, often involving stories co-created by procedures and user interaction, creates confusion for tool developers and raises barriers for new authors. This book examines these issues from both the tool designer and the author’s perspective, discusses the poetics of IDN and how that can be used to design authoring tools, explores diverse forms of IDN and their demands, and investigates the challenges around conducting research on IDN authoring. To address these challenges, the chapter authors incorporate a range of interdisciplinary perspectives on ‘The Authoring Problem’ in IDN. While existing texts provide ‘how-to’ guidance for authors, this book is a primer for research and practice-based investigations into the authoring problem, collecting the latest thoughts about this area from key researchers and practitioners.
Author: Geert Lovink Publisher: V2_ publishing ISBN: 9056623532 Category : Computers Languages : en Pages : 300
Book Description
My First Recession starts when the party is over. This study maps the transition of critical Internet culture from the mid-to-late 1990s Internet craze to the dotcom crash, the subsequent meltdown of global financial markets, and 9/11. In his discussion of the dotcom boom-and-bust cycle, Geert Lovink lays out the challenges faced by critical Internet culture today. In a series of case studies, Lovink meticulously describes the ambivalent attitude that artists and activists take as they veer back and forth between euphoria and skepticism. As a part of this process, Lovink examines the internal dynamics of virtual communities through an analysis of the use of moderation and "collaborative filtering" on mailing lists and weblogs. He also confronts the practical and theoretical problems that appear as artists join the growing number of new-media education programs. Delving into the unexplored gold mines of list archives and weblogs, Lovink reveals a world that is largely unknown to both the general public and the Internet visionaries.
Author: Fredric Jameson Publisher: Verso Books ISBN: 1784784540 Category : Philosophy Languages : en Pages : 337
Book Description
Controversial manifesto by acclaimed cultural theorist debated by leading writers Fredric Jameson’s pathbreaking essay “An American Utopia” radically questions standard leftist notions of what constitutes an emancipated society. Advocated here are—among other things—universal conscription, the full acknowledgment of envy and resentment as a fundamental challenge to any communist society, and the acceptance that the division between work and leisure cannot be overcome. To create a new world, we must first change the way we envision the world. Jameson’s text is ideally placed to trigger a debate on the alternatives to global capitalism. In addition to Jameson’s essay, the volume includes responses from philosophers and political and cultural analysts, as well as an epilogue from Jameson himself. Many will be appalled at what they will encounter in these pages—there will be blood! But perhaps one has to spill such (ideological) blood to give the Left a chance. Contributing are Kim Stanley Robinson, Jodi Dean, Saroj Giri, Agon Hamza, Kojin Karatani, Frank Ruda, Alberto Toscano, Kathi Weeks, and Slavoj Žižek.
Author: Yasmin B. Kafai Publisher: MIT Press ISBN: 0262516063 Category : Computers Languages : en Pages : 398
Book Description
Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, “second lives,” “modding,” serious games, and casual games. Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad “booth babes” whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow “modding” (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. Contributors Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine
Author: Stan Skrzeszewski Publisher: ISBN: Category : Business & Economics Languages : en Pages : 174
Book Description
In a knowledge economy, it is most important that creative people with ideas, information skills, experience, and knowledge become engaged in entrepreneurial activity involving the creation and use of new knowledge for community, organizational, and personal development, in addition to developing new products and services. This book helps those who wish to engage in entrepreneurial activity realize that they too can work independently, both as an individual and within an organization. The Knowledge Entrepreneur introduces the principles, skills, and knowledge required to be a knowledge entrepreneur or "intrapreneur." It outlines the process for developing and implementing business plans and proposals for knowledge-based initiatives. It also offers insight into the nature of knowledge, innovation, and entrepreneurship. For the individual entrepreneur who is just starting to develop a business concept, employees who want to become employers, and for entrepreneurially-minded people working in larger information-related organizations (e.g. libraries and information, technology, and software businesses), this book will be an invaluable tool.
Author: Mark J.P. Wolf Publisher: Routledge ISBN: 1135205191 Category : Social Science Languages : en Pages : 369
Book Description
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.