GUNS GRENADES AND GRUNTS APPROACHES TO DIGITAL GAME STUDIES

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Guns Grenades And Grunts

Author : Gerald A. Voorhees
ISBN : 9781441191441
Genre : Social Science
File Size : 47.98 MB
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Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market.
Category: Social Science

Dungeons Dragons And Digital Denizens

Author : Gerald A. Voorhees
ISBN : 9781441141088
Genre : Social Science
File Size : 31.58 MB
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Dungeons, Dragons, and Digital Denizens is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games.
Category: Social Science

Emerging Genres In New Media Environments

Author : Carolyn R. Miller
ISBN : 9783319402956
Genre : Social Science
File Size : 28.87 MB
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This volume explores cultural innovation and transformation as revealed through the emergence of new media genres. New media have enabled what impresses most observers as a dizzying proliferation of new forms of communicative interaction and cultural production, provoking multimodal experimentation, and artistic and entrepreneurial innovation. Working with the concept of genre, scholars in multiple fields have begun to explore these processes of emergence, innovation, and stabilization. Genre has thus become newly important in game studies, library and information science, film and media studies, applied linguistics, rhetoric, literature, and elsewhere. Understood as social recognitions that embed histories, ideologies, and contradictions, genres function as recurrent social actions, helping to constitute culture. Because genres are dynamic sites of tension between stability and change, they are also sites of inventive potential. Emerging Genres in New Media Environments brings together compelling papers from scholars in Brazil, Canada, England, and the United States to illustrate how this inventive potential has been harnessed around the world.
Category: Social Science

Playing With The Past

Author : Matthew Wilhelm Kapell
ISBN : 9781623568245
Genre : Social Science
File Size : 59.95 MB
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Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.
Category: Social Science

Video Game Spaces

Author : Michael Nitsche
ISBN : 9780262293013
Genre : Games
File Size : 68.36 MB
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The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers -- rule-based space, mediated space, fictional space, play space, and social space -- and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
Category: Games

Game Development And Production

Author : Erik Bethke
ISBN : 9781556229510
Genre : Computers
File Size : 80.28 MB
Format : PDF
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A handbook for game development with coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for contents, such as motion capture and voice-over talent. It covers various aspects of game development.
Category: Computers

Well Played 3 0

Author : Et Al
ISBN : 9781257858453
Genre : Education
File Size : 58.52 MB
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Following on Well Played 1.0 and 2.0, this book will also be full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors will analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create fulfilling a playing experience unique to this medium. Contributors will again be looking at video games, some that were covered in Well Played 1.0 and 2.0 as well as new ones, in order to provide a variety of perspectives on more great games.
Category: Education

Trigger Happy

Author : Steven Poole
ISBN : 9781628722246
Genre : Games & Activities
File Size : 36.41 MB
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The Edge calls Trigger Happy a "seminal piece of work." For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.
Category: Games & Activities

Engineers Of Victory

Author : Paul Kennedy
ISBN : 9781588368980
Genre : History
File Size : 64.50 MB
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NEW YORK TIMES BESTSELLER Paul Kennedy, award-winning author of The Rise and Fall of the Great Powers and one of today’s most renowned historians, now provides a new and unique look at how World War II was won. Engineers of Victory is a fascinating nuts-and-bolts account of the strategic factors that led to Allied victory. Kennedy reveals how the leaders’ grand strategy was carried out by the ordinary soldiers, scientists, engineers, and businessmen responsible for realizing their commanders’ visions of success. In January 1943, FDR and Churchill convened in Casablanca and established the Allied objectives for the war: to defeat the Nazi blitzkrieg; to control the Atlantic sea lanes and the air over western and central Europe; to take the fight to the European mainland; and to end Japan’s imperialism. Astonishingly, a little over a year later, these ambitious goals had nearly all been accomplished. With riveting, tactical detail, Engineers of Victory reveals how. Kennedy recounts the inside stories of the invention of the cavity magnetron, a miniature radar “as small as a soup plate,” and the Hedgehog, a multi-headed grenade launcher that allowed the Allies to overcome the threat to their convoys crossing the Atlantic; the critical decision by engineers to install a super-charged Rolls-Royce engine in the P-51 Mustang, creating a fighter plane more powerful than the Luftwaffe’s; and the innovative use of pontoon bridges (made from rafts strung together) to help Russian troops cross rivers and elude the Nazi blitzkrieg. He takes readers behind the scenes, unveiling exactly how thousands of individual Allied planes and fighting ships were choreographed to collectively pull off the invasion of Normandy, and illuminating how crew chiefs perfected the high-flying and inaccessible B-29 Superfortress that would drop the atomic bombs on Japan. The story of World War II is often told as a grand narrative, as if it were fought by supermen or decided by fate. Here Kennedy uncovers the real heroes of the war, highlighting for the first time the creative strategies, tactics, and organizational decisions that made the lofty Allied objectives into a successful reality. In an even more significant way, Engineers of Victory has another claim to our attention, for it restores “the middle level of war” to its rightful place in history. Praise for Engineers of Victory “Superbly written and carefully documented . . . indispensable reading for anyone who seeks to understand how and why the Allies won.”—The Christian Science Monitor “An important contribution to our understanding of World War II . . . Like an engineer who pries open a pocket watch to reveal its inner mechanics, [Paul] Kennedy tells how little-known men and women at lower levels helped win the war.”—Michael Beschloss, The New York Times Book Review “Histories of World War II tend to concentrate on the leaders and generals at the top who make the big strategic decisions and on the lowly grunts at the bottom. . . . [Engineers of Victory] seeks to fill this gap in the historiography of World War II and does so triumphantly. . . . This book is a fine tribute.”—The Wall Street Journal “[Kennedy] colorfully and convincingly illustrates the ingenuity and persistence of a few men who made all the difference.”—The Washington Post “This superb book is Kennedy’s best.”—Foreign Affairs From the Hardcover edition.
Category: History

Phantom Soldier

Author : H. J. Poole
ISBN : 0963869558
Genre : History
File Size : 51.33 MB
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Phantom Soldier may be the most comprehensive treatise on Oriental warfare ever produced in the West. Well researched and illustrated, it sheds new light on what an Eastern infantry unit can do: (1) alternate between guerrilla, mobile, and positional warfare; (2) use "ordinary forces" to engage and "extraordinary forces" to beat an opponent, and (3) dodge any counterstroke. By identifying pronounced trends in the small-unit technique of every foe since WWI, this book reveals how future adversaries will fight. This will be the first generation of U.S. infantrymen to be told. Just knowing should double their chances of survival. While what occurred in history does not change, one's perception of it does , as he comes to better understand a highly deceptive former adversary. To see what may have occurred at Guadalcanal, Iwo Jima, the Chosin Reservoir, Hue City, and other Vietnam battlefields, one must come to appreciate the "false face" and art of delay. An Oriental unit will tactically withdraw to undermine the opposition?s resolve and save its own soldiers' lives. By revealing how Asian soldiers hold their own without resupply, tanks, or air support, Phantom Soldier shows what U.S. infantrymen must do to survive the more lethal weaponry of the 21st century. This is must-reading for combat leader and concerned citizen alike.
Category: History