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Posthuman Gaming

Posthuman Gaming PDF 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.

Posthuman Gaming

Posthuman Gaming PDF 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.

The Satanic

The Satanic PDF Author: Lucifer Diamon White
Publisher: Lucifer Diamon White
ISBN:
Category : Religion
Languages : en
Pages : 79

Book Description
This is a book about alternative philosophy and beliefs. It covers both common and uncommon topics. It's about life and making life better. It is about a better world. It is a look into a different world that could be. It teaches things that you may never have learned elsewhere. This is a new and uncommon look into Satanic thought.

The Gamer's Brain

The Gamer's Brain PDF Author: Celia Hodent
Publisher: CRC Press
ISBN: 1351650769
Category : Computers
Languages : en
Pages : 383

Book Description
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

Extra Lives

Extra Lives PDF Author: Tom Bissell
Publisher: Vintage
ISBN: 0307474313
Category : Social Science
Languages : en
Pages : 258

Book Description
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.

This Gaming Life

This Gaming Life PDF Author: Jim Rossignol
Publisher: University of Michigan Press
ISBN: 0472116355
Category : Games & Activities
Languages : en
Pages : 225

Book Description
"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game. It was the best thing that ever happened to me.” So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist. Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives. Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences. “We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.” —Chris Baker, Wired “This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.” —Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’” —Joshua Davis, author of The Underdog “This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.” —John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

The Opportunist

The Opportunist PDF Author: Tarryn Fisher
Publisher: Harlequin
ISBN: 0369761995
Category : Fiction
Languages : en
Pages : 239

Book Description
The first book in Tarryn Fisher's fan-favorite Love Me with Lies trilogy, The Opportunist is the twisty, unconventional second-chance love story you didn't see coming! When Olivia Kaspen spots her ex-boyfriend in a Miami record shop, she ignores good sense and approaches him. It’s been three years since their breakup, but when Caleb reveals he’s suffering from amnesia after a recent car accident, first she feels regret—and then opportunity. If he doesn't remember her, then he also doesn’t remember her manipulation, her deceit, or the horrible way she broke his heart. Seeing a chance to reunite with Caleb, she keeps their past, and the details around the implosion of their relationship, a secret. Wrestling to keep her true identity and their sordid history under wraps, Olivia’s greatest obstacle is Caleb’s wicked new girlfriend, Leah, who's equally determined to possess the man who no longer remembers her. But soon Olivia must face the consequences of her lies, and in the process discover that sometimes love falls short of redemption.

Apex Legends: Pathfinder's Quest (Lore Book)

Apex Legends: Pathfinder's Quest (Lore Book) PDF 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.

Doomed

Doomed PDF Author: Tracy Deebs
Publisher: Bloomsbury Publishing USA
ISBN: 0802735444
Category : Juvenile Fiction
Languages : en
Pages : 481

Book Description
Pandora Walker unwittingly unleashes cyber Armageddon on her 17th birthday and must play a virtual reality game in order to save the world. By the author of the Tempest series and the co-author of The International Kissing Club (under the pseudonym Ivy Adams).

Spawn: Shadows

Spawn: Shadows PDF Author: Rory McConville
Publisher: Image Comics
ISBN: 1534357335
Category : Comics & Graphic Novels
Languages : en
Pages : 195

Book Description
Get ready for an adrenaline-fueled ride through the world of SPAWN! Omega Spawn’s lair is the site of an epic showdown, but when the Plague arrives, all bets are off. Meanwhile, Spawn and Medieval Spawn team up to escape the island, but trust is in short supply. And that’s just the beginning! Spawn’s Universe is more intense than ever with new shadow players and shocking revelations. Don’t miss a moment of the action! Collects SPAWN #316-323

Carrion Comfort

Carrion Comfort PDF Author: Dan Simmons
Publisher: St. Martin's Griffin
ISBN: 1429986646
Category : Fiction
Languages : en
Pages : 802

Book Description
Embraced by giants such as Stephen King and Dean R. Koontz, Dan Simmons's Carrion Comfort was originally published by Warner Books in 1989, and remains a classic of dark fantasy and horror. "One of the three greatest horror novels of the 20th century. Simple as that." --Stephen King THE PAST... Caught behind the lines of Hitler's Final Solution, Saul Laski is one of the multitudes destined to die in the notorious Chelmno extermination camp. Until he rises to meet his fate and finds himself face to face with an evil far older, and far greater, than the Nazi's themselves... THE PRESENT... Compelled by the encounter to survive at all costs, so begins a journey that for Saul will span decades and cross continents, plunging into the darkest corners of 20th century history to reveal a secret society of beings who may often exist behind the world's most horrible and violent events. Killing from a distance, and by darkly manipulative proxy, they are people with the psychic ability to 'use' humans: read their minds, subjugate them to their wills, experience through their senses, feed off their emotions, force them to acts of unspeakable aggression. Each year, three of the most powerful of this hidden order meet to discuss their ongoing campaign of induced bloodshed and deliberate destruction. But this reunion, something will go terribly wrong. Saul's quest is about to reach its elusive object, drawing hunter and hunted alike into a struggle that will plumb the depths of mankind's attraction to violence, and determine the future of the world itself... "Epic in scale and scope but intimately disturbing, Carrion Comfort spans the ages to rewrite history and tug at the very fabric of reality. A nightmarish chronicle of predator and prey that will shatter your world view forever. A true classic." --Guillermo del Toro