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894,028 result(s) for "VIDEO GAMES"
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The Art of Failure
A gaming academic offers a \"fascinating\" exploration of why we play video games--despite the unhappiness we feel when we fail at them ( Boston Globe ) We may think of video games as being \"fun,\" but in The Art of Failure , Jesper Juul claims that this is almost entirely mistaken.
Video game of the year : a year-by-year guide to the best, boldest, and most bizarre games from every year since 1977
\"For each of the 40 years of video game history, there is a defining game, a game that captured the zeitgeist and left a legacy for all games that followed. Through a series of entertaining, informative, and opinionated critical essays, author and tech journalist Jordan Minor investigates, in chronological order, the innovative, genre-bending, and earth-shattering games from 1977 through 2022. Minor explores development stories, critical reception, and legacy, and also looks at how gaming intersects with and eventually influences society at large while reveling in how uniquely and delightfully bizarre even the most famous games tend to be\"-- Provided by publisher.
Games, Learning, and Society
This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.
Racing the Beam
The Atari Video Computer System dominated the home video game market so completely that \"Atari\" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.
Understanding video games : the essential introduction
\"From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming. In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and \"serious\" games. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, this new edition is an indispensable resource for students, scholars, and teachers interested in examining the ways video games continue to reshape entertainment and society.\"-- Provided by publisher.
Coin-Operated Americans
Video gaming: it's a boy's world, right? That's what the industry wants us to think. Why and how we came to comply are what Carly A. Kocurek investigates in this provocative consideration of how an industry's craving for respectability hooked up with cultural narratives about technology, masculinity, and youth at the video arcade. From the dawn of the golden age of video games with the launch of Atari'sPongin 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade,Coin-Operated Americansexplores the development and implications of the \"video gamer\" as a cultural identity. This cultural-historical journey takes us to the Twin Galaxies arcade in Ottumwa, Iowa, for a close look at the origins of competitive gaming. It immerses us in video gaming's first moral panic, generated by Exidy'sDeath Race(1976), an unlicensed adaptation of the filmDeath Race 2000. And it ventures into the realm of video game films such asTronandWarGames, in which gamers become brilliant, boyish heroes. Whether conducting a phenomenological tour of a classic arcade or evaluating attempts, then and now, to regulate or eradicate arcades and coin-op video games, Kocurek does more than document the rise and fall of a now-booming industry. Drawing on newspapers, interviews, oral history, films, and television, she examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys. A case study of this once emergent and now revived medium became the presumed enclave of boys and young men,Coin-Operated Americansis history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video games-and in the digital working world beyond.
Introduction to game analysis
\"This accessible textbook gives students the tools they need to analyze games using strategies borrowed from textual analysis. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Clara Fernández-Vara's concise primer provides readers with instruction on the basic building blocks of game analysis--examination of context, content and reception, and formal qualities--as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital--from Bioshock and World of Warcraft to Monopoly--and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary. In this second edition of the popular textbook, Fernández-Vara brings the book firmly up-to-date, pulling in fresh examples from ground-breaking new works in this dynamic field. Introduction to Game Analysis remains a unique practical tool for students who want to become more fluent writers and critics of not just video games, but digital media overall\"-- Provided by publisher.
Platform Strategy: Managing Ecosystem Value Through Selective Promotion of Complements
Platform sponsors typically have both incentive and opportunity to manage the overall value of their ecosystems. Through selective promotion, a platform sponsor can reward successful complements, bring attention to underappreciated complements, and influence the consumer’s perception of the ecosystem’s depth and breadth. It can use promotion to induce and reward loyalty of powerful complement producers, and it can time such promotion to both boost sales during slow periods and reduce competitive interactions between complements. We develop arguments about whether and when a platform sponsor will selectively promote individual complements and test these arguments on data from the console video game industry in the United Kingdom. We find that platform sponsors do not simply promote “best in class” complements; they strategically invest in complements in ways that address complex trade-offs in ecosystem value. Our arguments and results build significant new theory that helps us understand how a platform sponsor orchestrates value creation in the overall ecosystem.