GAMING THE IRON CURTAIN

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Gaming The Iron Curtain

Author : Jaroslav Švelch
ISBN : 9780262038843
Genre : Games & Activities
File Size : 32.80 MB
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How amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Aside from the exceptional history of Tetris, very little is known about gaming culture behind the Iron Curtain. But despite the scarcity of home computers and the absence of hardware and software markets, Czechoslovakia hosted a remarkably active DIY microcomputer scene in the 1980s, producing more than two hundred games that were by turns creative, inventive, and politically subversive. In Gaming the Iron Curtain, Jaroslav Švelch offers the first social history of gaming and game design in 1980s Czechoslovakia, and the first book-length treatment of computer gaming in any country of the Soviet bloc. Švelch describes how amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Sheltered in state-supported computer clubs, local programmers fashioned games into a medium of expression that, unlike television or the press, was neither regulated nor censored. In the final years of Communist rule, Czechoslovak programmers were among the first in the world to make activist games about current political events, anticipating trends observed decades later in independent or experimental titles. Drawing from extensive interviews as well as political, economic, and social history, Gaming the Iron Curtain tells a compelling tale of gaming the system, introducing us to individuals who used their ingenuity to be active, be creative, and be heard.
Category: Games & Activities

The Unity Game Engine And The Circuits Of Cultural Software

Author : Benjamin Nicoll
ISBN : 9783030250126
Genre : Social Science
File Size : 90.96 MB
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Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.
Category: Social Science

Innovation And Marketing In The Video Game Industry

Author : David Wesley
ISBN : 9781317116509
Genre : Business & Economics
File Size : 69.13 MB
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Video games have had a greater impact on our society than almost any other leisure activity. They not only consume a large portion of our free time, they influence cultural trends, drive microprocessor development, and help train pilots and soldiers. Now, with the Nintendo Wii and DS, they are helping people stay fit, facilitating rehabilitation, and creating new learning opportunities. Innovation has played a major role in the long term success of the video game industry, as software developers and hardware engineers attempt to design products that meet the needs of ever widening segments of the population. At the same time, companies with the most advanced products are often proving to be less successful than their competitors. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better business strategies and successfully bring new products to market. Readers will also discover how some video game companies are challenging normal industry rules by using radical innovations to attract new customers. Finally, this revealing book sheds light on why some innovations have attracted legions of followers among populations that have never before been viewed as gamers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. David Wesley and Gloria Barczak's comparison of product features, marketing strategies, and the supply chain will appeal to marketing professionals, business managers, and product design engineers in technology intensive industries, to government officials who are under increasing pressure to understand and regulate video games, and to anyone who wants to understand the inner workings of one of the most important industries to emerge in modern times. In addition, as video games become an ever more pervasive aspect of media entertainment, managers from companies of all stripes need to understand video gaming as a way to reach potential customers.
Category: Business & Economics

Computer Gaming World

Author :
ISBN : UCSD:31822035130285
Genre : Computer games
File Size : 64.35 MB
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Category: Computer games

Simulation And Gaming Across Disciplines And Cultures

Author : David Crookall
ISBN : STANFORD:36105018245659
Genre : Computers
File Size : 41.77 MB
Format : PDF
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"This comprehensive and immensely readable volume takes the reader to the cutting edge of the field. Like the conference from which it stems, the book has extremely broad coverage in terms of the topics addressed, the disciplines from which the authors come and to which their papers contribute, and the geographic sites of origin of the ideas and findings. The conference presentations, of a high quality in their initial form, have been wonderfully crafted by the authors with the excellent guidance of the editors. It is a timely addition to the literature and belongs on every gamer's bookshelf." --Cathy Stein Greenblat, Professor of Sociology, Rutgers University, New Jersey With contributions from leading international researchers in simulation and gaming, this book provides readers with up-to-date coverage of simulation and gaming as a professional endeavor rather than just as a set of subject-relevant techniques. Organized into four parts (applications, policy exercises, research, and professional matters), the book covers such topics as the application of simulation/games to specific purposes (such as international conflict, citizen participation, etc.); research in the areas of business performance and discourse analysis; and debriefing, ethics, and the state of simulation/gaming in various countries. Simulation and Gaming Across Disciplines and Cultures offers readers a cohesive picture of the breadth and richness of the field of simulation and gaming.
Category: Computers

International Simulation And Gaming Research Yearbook

Author : Powell, Tony (Educational Development Worker, University of Glamorgan)
ISBN : 9781135369538
Genre : Education
File Size : 33.21 MB
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The theme of this volume is emergency and crisis management and how games and simulations are effective tools in dealing with these issues. The work brings together topical contributions from international figures in the field of games and simulations.
Category: Education