Gameworlds

Author: Seth Giddings
Publisher: Bloomsbury Publishing USA
ISBN: 1623568021
Format: PDF
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Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.

Game Worlds Get Real How Who We Are Online Became Who We Are Offline

Author: Zek Valkyrie
Publisher: ABC-CLIO
ISBN: 1440851298
Format: PDF, ePub
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This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. • Explains how social rigidity in digital communities often robs these spaces of experimentation and identity play • Suggests that new technologies such as virtual reality are unlikely to revolutionize the media or cause dramatic social change

The New Media and Technocultures Reader

Author: Seth Giddings
Publisher:
ISBN: 9780415469142
Format: PDF, ePub
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Presents key texts which encapsulate and/or challenge and extend, the issues, debates and theoretical positions that do the most work in mapping and critically addressing the cultural implications of new media.

Video Game Spaces

Author: Michael Nitsche
Publisher: MIT Press
ISBN: 0262293013
Format: PDF
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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.

Exodus to the Virtual World

Author: Edward Castronova
Publisher: Palgrave Macmillan
ISBN: 0230607853
Format: PDF, ePub
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Surveys the growing popularity of virtual reality worlds as represented by such online games as World of Warcraft and Second Life, explaining how virtual arenas have become representative of new social, political, and economic orders that have captured the attention of millions of everyday people. 20,000 first printing.

Designing Virtual Worlds

Author: Richard A. Bartle
Publisher: New Riders
ISBN: 9780131018167
Format: PDF, Kindle
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A comprehensive resource on the principles and techniques of virtual world design and programming covers everything from MUDS to MMOs and MMORPGs, explaining how virtual worlds work, creating games for multiple users, and the underlying design principles of online games. Original. (Advanced)

Digital Culture Play and Identity

Author: Hilde Corneliussen
Publisher: MIT Press
ISBN: 0262033704
Format: PDF, Kindle
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World of Warcraft is the world's most popular massively multiplayer online game (MMOG), with (as of March 2007) more than eight million active subscribers across Europe, North America, Asia, and Australia, who play the game an astonishing average of twenty hours a week. This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds. The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design--as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted. The contributors examine the ways that gameworlds reflect the real world--exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character--both players' identification with their characters and the game's culture of naming characters. The varied perspectives of the contributors--who come from such fields as game studies, textual analysis, gender studies, and postcolonial studies--reflect the breadth and vitality of current interest in MMOGs.Hilde G. Corneliussen and Jill Walker Rettberg are both Associate Professors of Humanistic Informatics at the University of Bergen, Norway.

Positive Obligations in Criminal Law

Author: Andrew Ashworth
Publisher: A&C Black
ISBN: 1782253424
Format: PDF, Kindle
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This book offers a set of essays, old and new, examining the positive obligations of individuals and the state in matters of criminal law. The centrepiece is a new, extended essay on the criminalisation of omissions-examining the duties to act imposed on individuals and organisations by the criminal law, and assessing their moral and social foundations. Alongside this is another new essay on the state's positive obligations to put in place criminal laws to protect certain individual rights. Introducing the volume is the author's much-cited essay on criminalisation, 'Is the Criminal Law a Lost Cause?'. The book sets out to shed new light on contemporary arguments about the proper boundaries of the criminal law, not least by exploring the justifications for imposing positive duties (reinforced by the criminal law) on individuals and their relation to the positive obligations of the state.

War Conflict And Play

Author: Hyder, Tina
Publisher: McGraw-Hill Education (UK)
ISBN: 0335212999
Format: PDF, ePub, Mobi
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'War, Conflict and Play' examines the impact of war and conflict on young children and emphasises the crucial importance of play for young refugees' development, in the context of the United Nations Convention on the Rights of the Child.

eGods

Author: William Sims Bainbridge
Publisher: Oxford University Press
ISBN: 0199323712
Format: PDF, Mobi
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What is the relationship between religion and multi-player online roleplaying games? Are such games simply a secular distraction from traditional religious practices, or do they in fact offer a different route to the sacred? In eGods, a leading scholar in the study of virtual gameworlds takes an in-depth look at the fantasy religions of 41 games and arrives at some surprising conclusions. William Sims Bainbridge investigates all aspects of the gameworlds' religious dimensions: the focus on sacred spaces; the prevalence of magic; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the gameworlds (and how this relates to cults in the real world); the predominance of polytheism; and, of course, how gameworld religions depict death. As avatars are multiple and immortal, death is merely a minor setback in most games. Nevertheless, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Examining EverQuest II, Lord of the Rings Online, Rift, World of Warcraft, Star Wars: The Old Republic, and many others, Bainbridge contends that gameworlds offer a new perspective on the human quest, one that combines the arts, simulates many aspects of real life, and provides meaningful narratives about achieving goals by overcoming obstacles. Indeed, Bainbridge suggests that such games take us back to those ancient nights around the fire, when shadows flickered and it was easy to imagine the monsters conjured by the storyteller lurking in the forest. Arguing that gameworlds reintroduce a curvilinear model of early religion, where today as in ancient times faith is inseparable from fantasy, eGods shows how the newest secular technology returns us to the very origins of religion so that we might "arrive where we started and know the place for the first time."