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Gameworlds

Gameworlds PDF Author: Seth Giddings
Publisher: Bloomsbury Publishing USA
ISBN: 1501318292
Category : Social Science
Languages : en
Pages : 193

Book Description
Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.

Gameworlds

Gameworlds PDF Author: Seth Giddings
Publisher: Bloomsbury Publishing USA
ISBN: 1501318292
Category : Social Science
Languages : en
Pages : 193

Book Description
Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.

Pokemon Red, Blue, and Yellow

Pokemon Red, Blue, and Yellow PDF Author:
Publisher: Guide Cloners
ISBN:
Category : Juvenile Nonfiction
Languages : en
Pages : 118

Book Description
You wanted nostalgia and now you've got it. With Red, Blue, and Yellow now available on the 3ds its time to travel back in time!

Would Like to Meet

Would Like to Meet PDF Author: Rachel Winters
Publisher: Penguin
ISBN: 0525542329
Category : Fiction
Languages : en
Pages : 370

Book Description
Can you fall in love like they do in the movies? It's Evie Summers's job to find out. Because if she can't convince her film agency's biggest client, Ezra Chester, to write the romantic-comedy screenplay he owes producers, her career will be over. The catch? He thinks rom-coms are unrealistic--and he'll only put pen to paper if Evie shows him that it's possible to meet a man in real life the way it happens on the big screen. Cynical Evie might not believe in happily ever after, but she'll do what it takes to save the job that's been her lifeline . . . even if it means reenacting iconic rom-com scenes in public. Spilling orange juice on a cute stranger? No problem. Leaving her number in books all over London to see who calls? Done. With a little help from her well-meaning friends--and Ben and Anette, the adorable father-daughter duo who keep witnessing her humiliations--Evie is determined to prove she can meet a man the way Sally met Harry. But can a workaholic who's given up on love find a meet-cute of her very own?

Pojo's Unofficial Ultimate Pokemon Trainer's Handbook

Pojo's Unofficial Ultimate Pokemon Trainer's Handbook PDF Author: Various Authors
Publisher: Triumph Books
ISBN: 1637273517
Category : Social Science
Languages : en
Pages : 582

Book Description
Explore the growing universe of Poké mon! The fantastic world of Poké mon&® is constantly changing and expanding, and with so many ways to play, Poké mon&® is now more popular than ever before! Pojo's Unofficial Ultimate Poké mon Trainer's Handbook is your essential guide for becoming a gym champion and masterful Poké mon trainer while exploring the vast and fantastic world of this timeless franchise, from the newest Nintendo Switch games to trading cards, anime, and more. Whether you're just getting started playing Scarlet and Violet or are already acquainted with the long history of Poké mon&® , this jam-packed guide is a fully up-to-date resource for enthusiasts.

The Augmented Reality of Pokémon Go

The Augmented Reality of Pokémon Go PDF Author: Neriko Musha Doerr
Publisher: Lexington Books
ISBN: 1498574920
Category : History
Languages : en
Pages : 150

Book Description
What happens when a group of people see things that others do not and begin acting accordingly? The Augmented Reality of Pokémon GO: Chronotopes, Moral Panic, and Other Complexities explores this question by examining what happened after Pokémon GO, a smartphone augmented reality game, was released in July, 2016. The game overlaid the world of Pokémon onto the “real” physical world, drawing 30 million players in the first two weeks. Pokémon GO has created new ways of sensing the environment, reading things around us, walking the street, and dwelling in certain areas, i.e., inhabiting the world. Through detailed text analyses of the game and auto-ethnographies of the contributing authors’ experiences playing the game analyzed from anthropological perspectives, this volume provides nuanced analyses of this new way of relating to the world: the augmented reality world of Pokémon GO. Each chapter focuses on specific aspects of this new experience of the world: the cosmology of the world of Pokémon and the multifaceted ways we relate to our environment through Pokémon GO; the notion of space and time in Pokémon GO and its interface with that of real world as it guides our actions; the phenomenology of Pokémon GO in urban walking with its complex relationships to public space, “nature” as constructed through modernity, cell phone infrastructure, and urban landscapes where insects, animals, birds, human, history, transportation infrastructure, and trash all intermingle to create its ambiance; and the game’s link to the wider social issue as it gets appropriated for “friendly authoritarian” goals of civil society, imposing various ideologies and accruing commercial gains. Through “participant observation” —all contributors have been avid Pokémon GO players themselves—this volume offers snapshots of the Pokémon GO effect from its initial stage as a social phenomenon to Spring 2018.

Pojo's Unofficial Big Book of Pokemon

Pojo's Unofficial Big Book of Pokemon PDF Author: Triumph Books
Publisher: Triumph Books
ISBN: 1633197042
Category : Games & Activities
Languages : en
Pages : 727

Book Description
Brought to you by the writers and editors that created Pojo's Unofficial Ultimate Pokemon, Pojo's Unofficial Big Book of Pokemon features more of everything— more characters, more tv shows, more movie reviews, more video game history, and more tips for building the very best Pokemon team! Up to date for the 2016 holiday season, this collector's edition is packed with collector's information, toy history, puzzles pages, and more! It is the ultimate guide, touching on everything Pokemon enthusiasts could ever ask for.

The Economist

The Economist PDF Author:
Publisher:
ISBN:
Category : Commerce
Languages : en
Pages : 626

Book Description


Traveling through Video Games

Traveling through Video Games PDF Author: Tom van Nuenen
Publisher: Taylor & Francis
ISBN: 1003827179
Category : Social Science
Languages : en
Pages : 98

Book Description
This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification. Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptive—but through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it. This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities.

Watching Anime, Reading Manga

Watching Anime, Reading Manga PDF Author: Fred Patten
Publisher: Stone Bridge Press
ISBN: 1611725100
Category : Social Science
Languages : en
Pages : 385

Book Description
Anime’s influence can be found in every corner of American media, from film and television to games and graphic arts. And Fred Patten is largely responsible. He was reading manga and watching anime before most of the current generation of fans was born. In fact, it was his active participation in fan clubs and his prolific magazine writing that helped create a market and build American anime fandom into the vibrant community it is today. Watching Anime, Reading Manga gathers together a quarter-century of Patten’s lucid observations on the business of anime, fandom, artists, Japanese society and the most influential titles. Illustrated with original fanzine covers and archival photos. Foreword by Carl Macek (Robotech). Fred Patten lives in Los Angeles. "Watching Anime, Reading Manga is a worthwhile addition to your library; it makes good bathroom browsing, cover-to-cover reading, and a worthwhile reference for writing or researching anime and manga, not to mention a window into the history of fandom in the United States." -- SF Site

Esports: The Ultimate Guide

Esports: The Ultimate Guide PDF Author: Scholastic
Publisher: Scholastic Inc.
ISBN: 1338615866
Category : Young Adult Nonfiction
Languages : en
Pages : 148

Book Description
An exciting new insider's guide to all the biggest and best competitive games and esports teams and players. An in-depth, insider's guide to the fastest-growing sport on the face of the planet: esports! From ESPN to the biggest sporting arenas in the world, esports has officially arrived as the hottest new form of athletic competition. This ultimate insider's guide will introduce gamers to the world of esports from little league to stadium-filling championships, including a deep dive into all the top games, leagues, players, and more. It will also include beginner tips and tricks for each of the top games, like Overwatch, League of Legends, Minecraft, Rocket League, Dota 2, Fortnite, PUBG, Call of Duty, and more, while using real players' strategies and tactics to win. Bursting with the biggest games, teams, and personalities in esports, this guide is a must-have for any kid interested in this phenomenon! All games featured in Esports: The Ultimate Guide are rated T for Teen or younger, keeping it appropriate for young gamers.