Virtual Ascendance

Virtual Ascendance PDF Author: Devin C. Griffiths
Publisher: Rowman & Littlefield
ISBN: 1442216964
Category : Games & Activities
Languages : en
Pages : 236

Book Description
Video gaming is wildly popular and getting even more so as interfaces and devices improve. This popular account of the rise of gaming offers insight into its popularity and place in our culture as well as the impact it has on our daily lives – from the doctor’s office to the family room sofa.

American Life and Video Games from Pong to Minecraft

American Life and Video Games from Pong to Minecraft PDF Author: Kathryn Hulick
Publisher: Cavendish Square Publishing, LLC
ISBN: 1502619768
Category : Juvenile Nonfiction
Languages : en
Pages : 114

Book Description
Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of America’s favorite pastimes.

Streaming Culture

Streaming Culture PDF Author: David Arditi
Publisher: Emerald Group Publishing
ISBN: 1839827726
Category : Social Science
Languages : en
Pages : 116

Book Description
Encouraging us to look beyond the seemingly limitless supply of multimedia content, David Arditi calls attention to the underlying dynamics of instant viewing - in which our access to our favourite binge-worthy show, blockbuster movie or hot new album release depends on any given service’s willingness, and ability, to license it.

Anthropology of Ascendant China

Anthropology of Ascendant China PDF Author: Mayfair Yang
Publisher: Taylor & Francis
ISBN: 1040011608
Category : Social Science
Languages : en
Pages : 251

Book Description
This volume represents the latest research in cultural anthropology on an ascendant and globalizing China, covering the many different dimensions of China’s ascendancy both within China itself and beyond. It focuses not only on the real and perceived successes of China in the past four decades, but also on the difficulties, tensions, and dangers that have emerged as a result of rapid economic development: class polarization, state expansion, psychological distress, and environmental degradation. Including contributions by some of the most well-known cultural anthropologists of China, as well as rising innovative younger scholars, this book documents and analyzes China’s multifaceted transformations in the modern era—both within Chinese society and in Chinese relations with the outside world. It features the unique perspective of anthropology, with its on-the-ground deep cultural immersion through long-term fieldwork, coupled with a macrolevel global perspective, a strong historical perspective, and theoretically engaged analyses to present a balanced account of China’s ascendancy. Anthropology of Ascendant China: Histories, Attainments, and Tribulations is suitable for students and scholars in Anthropology, Sociology, History, Political Science, and East Asian Studies, as well as those working on contemporary Chinese society and culture more broadly.

What Is a Game?

What Is a Game? PDF Author: Gaines S. Hubbell
Publisher: McFarland
ISBN: 1476639019
Category : Games & Activities
Languages : en
Pages : 292

Book Description
What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.

A Companion to Illustration

A Companion to Illustration PDF Author: Alan Male
Publisher: John Wiley & Sons
ISBN: 1119185564
Category : Art
Languages : en
Pages : 841

Book Description
A contemporary synthesis of the philosophical, theoretical and practical methodologies of illustration and its future development Illustration is contextualized visual communication; its purpose is to serve society by influencing the many aspects of its cultural infrastructure; it dispenses knowledge and education, it commentates and delivers journalistic opinion, it persuades, advertises and promotes, it entertains and provides for all forms of narrative fiction. A Companion to Illustration explores the definition of illustration through cognition and research and its impact on culture. It explores illustration’s boundaries and its archetypal distinction, the inflected forms of its parameters, its professional, contextual, educational and creative applications. This unique reference volume offers insights into the expanding global intellectual conversation on illustration through a compendium of readings by an international roster of scholars, academics and practitioners of illustration and visual communication. Encompassing a wide range of thematic dialogues, the Companion offers twenty-five chapters of original theses, examining the character and making of imagery, illustration education and research, and contemporary and post-contemporary context and practice. Topics including conceptual strategies for the contemporary illustrator, the epistemic potential of active imagination in science, developing creativity in a polymathic environment, and the presentation of new insights on the intellectual and practical methodologies of illustration. Evaluates innovative theoretical and contextual teaching and learning strategies Considers the influence of illustration through cognition, research and cultural hypotheses Discusses the illustrator as author, intellectual and multi-disciplinarian Explores state-of-the-art research and contemporary trends in illustration Examines the philosophical, theoretical and practical framework of the discipline A Companion to Illustration is a valuable resource for students, scholars and professionals in disciplines including illustration, graphic and visual arts, visual communications, cultural and media and advertising studies, and art history.

The Entrepreneur's Guide to Second Life

The Entrepreneur's Guide to Second Life PDF Author: Daniel Terdiman
Publisher: John Wiley & Sons
ISBN: 0470179147
Category : Business & Economics
Languages : en
Pages : 326

Book Description
"You'll discover the unique challenges and opportunities of running an in-world business. You'll delve into the most popular Second Life business and get practical pointers from some of the metaverse's best-known entrepreneurs. And you'll get the nuts-and-bolts expertise you need to succeed, from developing a unique product or service to mounting an effective marketing campaign."--Jacket.

Celebrity, Social Media Influencers and Brand Performance

Celebrity, Social Media Influencers and Brand Performance PDF Author: Saloomeh Tabari
Publisher: Springer Nature
ISBN: 3031635167
Category :
Languages : en
Pages : 227

Book Description


Videogames and Education

Videogames and Education PDF Author: Harry J. Brown
Publisher: Routledge
ISBN: 1317452658
Category : Business & Economics
Languages : en
Pages : 379

Book Description
Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon.

The Force of the Virtual

The Force of the Virtual PDF Author: Peter Gaffney
Publisher: U of Minnesota Press
ISBN: 0816665974
Category : Philosophy
Languages : en
Pages : 405

Book Description
All of the essays work through Deleuze's understanding of the virtual---a force of qualitative change that is ontolgically primary to the exact, measurable relations that can be found in and among the objects of science. By adopting such a methodology, this collection generates significant new insights, especially regarding the notion of scientific laws, and compels the rethinking of such ideas as reproducibility, the unity of science, and the scientific observer. --Book Jacket.