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Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced – i.e., in which forms and formats and through which channels we talk (and write) about games – as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
This book will help game designers and those interested in games thoughtfully embed culture into video games and the game design process. This book raises the issue of how some cultures and communities are misrepresented in various video games. In response to this problem, designers can bring cultural considerations and practices into the centre focus of the game design process. The book advocates that designers put different measures in place to better prevent misrepresentations and engage with deeper understandings of culture to build culturally richer and more meaningful game worlds. The book uses the Torres Strait Virtual Reality project as a primary example, in addition to other game pr...
The undead: Horrific monstrosities that will not remain at rest nor let the living be at peace. Such entities who will not stay buried may appear as animated corpses or ghostly apparitions and have unclear motives--they return to advise, to act as a guardian, or to devour anyone in their erratic path. From the abhartach of Western Europe to the modern zombie, this book catalogues nearly 400 different varieties of the undead in meticulous and encyclopedic fashion. With a robust bibliography and an exhaustive index, this carefully researched encyclopedia presents an authoritative and rich account of those dreadful entities known as living dead.
Pamali: Indonesian Folklore Horror is a narrative horror game set in the daily lives of Indonesian society. Pamali game introduces the concept of pamali, a set of societal rules that should be obeyed to be considered acceptable in terms of manner which comes with consequences that is usually in a form of fear. The fear creates horror, daily lives horror that is brought as the main theme of the game. StoryTale Studios, the creator of Pamali: Indonesian Folklore Horror, presents The Art of Pamali that features collections of sketches, illustration, locations, characters, and meanings behind every decision in crafting Pamali: Indonesian Folklore Horror along with exclusive commentary from the developers themselves. This behind-the-scenes book invites the reader into the elaborate creative process of Pamali game not only from the art perspective, but also from the narrative point of view. Discover the secret behind the crafting of all Pamali Episodes, The White Lady, The Tied Corpse, The Little Devil, and The Hungry Witch!
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A wooden puppet full of tricks and mischief, with a talent for getting into and out of trouble, wants more than anything else to become a real boy.