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The Composition of Video Games
  • Language: en
  • Pages: 243

The Composition of Video Games

  • Type: Book
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  • Published: 2019-10-11
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  • Publisher: McFarland

Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play all find a place within, and are constrained by, computer systems whose purpose is to create an immersive player experience. In the relatively short life of video game studies, many authors have approached the question of how games function, some focusing on technical aspects of game design, others on rules of play. Taking a holistic view, this study explores how ludology, narratology, visual rhetoric, musical theory and player psychology work (or don't work) together to create a cohesive experience and to provide a unified framework for understanding video games.

Location-Based Gaming
  • Language: en
  • Pages: 272

Location-Based Gaming

  • Type: Book
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  • Published: 2018-06-29
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  • Publisher: Springer

Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with ‘locative media’ technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players’ location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokémon Go and its incorporation into ‘smart city’ strategies. Drawing on this history and an analysis of the scholarly and mainstream literature on location-based games, Leorke unpacks the key claims made about them. These claims position loc...

End-Game
  • Language: en
  • Pages: 502

End-Game

Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.

Arcade Britannia
  • Language: en
  • Pages: 337

Arcade Britannia

  • Type: Book
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  • Published: 2022-10-25
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  • Publisher: MIT Press

Discover the rich, little-known history of the British amusement arcade from the 1800s to the present—with insights from industry professionals, plus rare archival photos! Amusement arcades are an important part of British culture, yet discussions of them tend to be based on American models. Alan Meades, who spent his childhood happily playing in British seaside arcades, presents the history of the arcade from its origins in traveling fairs of the 1800s to the present. Drawing on firsthand accounts of industry members and archival sources, including rare photographs and trade publications, he tells the story of the first arcades, the people who made the machines, the rise of video games, a...

New Media Archaeologies
  • Language: en
  • Pages: 146

New Media Archaeologies

This collection of essays highlights innovative work in the developing field of media archaeology. It explores the relationship between theory and practice and the relationship between media archaeology and other disciplines. There are three sections to the collection proposing new possible fields of research for media studies: Media Archaeological Theory; Experimental Media Archaeology; Media Archaeology at the Interface. The book includes essays from acknowledged experts in this expanding field, such as Thomas Elsaesser, Wanda Strauven and Jussi Parikka.

Now the Chips Are Down
  • Language: en
  • Pages: 219

Now the Chips Are Down

  • Type: Book
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  • Published: 2016-02-19
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  • Publisher: MIT Press

The story of a pioneering microcomputer: its beginnings as part of a national Computer Literary Project, its innovative hardware, and its creative uses. In 1982, the British Broadcasting Corporation launched its Computer Literacy Project, intended “to introduce interested adults to the world of computers and computing.” The BBC accompanied this initiative with television programs, courses, books, and software—an early experiment in multi-platform education. The BBC, along with Acorn Computers, also introduced the BBC Microcomputer, which would be at the forefront of the campaign. The BBC Micro was designed to meet the needs of users in homes and schools, to demystify computing, and to ...

Mazes in Videogames
  • Language: en
  • Pages: 191

Mazes in Videogames

  • Type: Book
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  • Published: 2013-04-17
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  • Publisher: McFarland

From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.

The Yellow Lady
  • Language: en
  • Pages: 288

The Yellow Lady

  • Categories: Art

The Yellow Lady is the first major critique of Australian impressions of Asia. Alison Broinowski argues that Australians have been backward in developing an appropriate image of themselves because of their ignorance of and ambivalence towards Asians. She traces the history of Australian ideas about Asia and the Pacific from pre-colonial time to the present, and concludes that some of these perceptions, no matter how irrational or archaic, continue to underlie the political and economic decisions Australians make about the Asia-Pacific region. No one has ever looked so exhaustively at Australian images of Asia. Alison Broinowski, a longtime diplomat and writer about Asian issues, identifies t...

As You Like It
  • Language: en
  • Pages: 480

As You Like It

With its explorations of sexual ambivalence, As You Like It speaks directly to the twenty-first century. Juliet Dusinberre demonstrates that Rosalind's authority in the play grows from new ideas about women and reveals that Shakespeare's heroine reinvents herself for every age. But the play is also deeply rooted in Elizabethan culture and through it Shakespeare addresses some of the hotly debated issues of the period."This will be the definitive edition of As You Like It for many years to come" - Phyllis Rackin, University of Pennsylvania

Psychological Medicine of HIV Infection
  • Language: en
  • Pages: 328

Psychological Medicine of HIV Infection

  • Type: Book
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  • Published: 1995
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  • Publisher: Unknown

The field of mental health aspects of HIV infection has grown substantially in recent years. This is the first book that provides an up-to-date, comprehensive, and practical review of the mental health consequences of HIV infection both for those infected and affected by the condition. The psychological, psychiatric, and brain related consequences of the infection are discussed in depth, and detailed guidelines for the assessment and management of mental health problems are given. Burn-out in professional carers and volunteers is reviewed. Prevention of the spread of HIV infection depends essentially on behavior change and here, preventive strategies that work are examined in detail. The role of psychological factors in long-term survivors of HIV infection is discussed critically.