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Books > Computing & IT > Computer software packages > Computer games
The fall of 2016 saw the release of the widely popular First World
War video game Battlefield 1. Upon the game's initial announcement
and following its subsequent release, Battlefield 1 became the
target of an online racist backlash that targeted the game's
inclusion of soldiers of color. Across social media and online
communities, players loudly proclaimed the historical inaccuracy of
black soldiers in the game and called for changes to be made that
correct what they considered to be a mistake that was influenced by
a supposed political agenda. Through the introduction of the
theoretical framework of the 'White Mythic Space', this book seeks
to investigate the reasons behind the racist rejection of soldiers
of color by Battlefield 1 players in order to answer the question:
Why do individuals reject the presence of people of African descent
in popular representations of history?
This book explores how corpus linguistic techniques can be applied
to close analysis of videogames as a text, particularly examining
how language is used to construct representations of gender in
fantasy videogames. The author demonstrates a wide array of
techniques which can be used to both build corpora of videogames
and to analyse them, revealing broad patterns of representation
within the genre, while also zooming in to focus on diachronic
changes in the representation of gender within a best-selling
videogame series and a Massively Multiplayer Online Role Playing
Game (MMORPG). The book examines gender as a social variable,
making use of corpus linguistic methods to demonstrate how the
language used to depict gender is complex but often repeated. This
book combines fields including language and gender studies, new
media studies, ludolinguistics, and corpus linguistics, and it will
be of interest to scholars in these and related disciplines.
Feast on all of the delicious offerings found in the world of
Skyrim in this beautifully crafted cookbook based on the
award-winning game The Elder Scrolls V: Skyrim Immerse yourself in
the diverse cuisine of Skyrim with these recipes inspired by food
found in the Old Kingdom and across Tamriel. With over seventy
delicious recipes for fan-favorite recipes including Apple Cabbage
Stew Sunlight Souffle, Sweetrolls, and more, The Elder Scrolls V:
Skyrim: The Official Cookbook will delight every hungry Dragonborn.
The first wave of Overwatch cinematics captured the imagination of
millions of fans around the world. After the game released in 2016,
Blizzard Entertainment embarked on a new mission to take cinematic
storytelling to the next level. From the intense, action-packed
rush of "Shooting Star" to the somber, noble ethos of "Honor and
Glory," the creative team wanted to highlight a different side of
the game's beloved heroes. In pursuit of their objectives, the crew
added new artists in the mix, devised novel methods for making
movies, and ventured into formats they hadn't tried before, such as
in-game cinematics and stop-motion animation. Covering all the
official Overwatch cinematics made from 2017-2020, including the
Overwatch 2 announcement trailer, The Cinematic Art of Overwatch:
Volume II showcases hundreds of pieces of never-before-seen artwork
and documents the epic creative journey that Blizzard took to bring
these films to life.
Brenda Laurel is best known for her work with Purple Moon, the
pioneering game company she cofounded in the 1990s. Purple Moon's
games were based on years of research Laurel completed in an effort
to understand why computer games seemed to be of so little interest
to girls. Using diverse archival sources such as trade journals,
newspapers, and recorded interviews, alongside Laurel's completed
games and own writings and an original interview with Laurel
herself, this volume offers insight into both the early development
of the games for girls movement of the 1990s and the lasting impact
of Laurel's game design breakthroughs. In her work with Purple
Moon, Laurel drew on her background in theatre as well as her
expertise in human computer interaction and qualitative research.
By relying on this interdisciplinary background, Laurel made
significant contributions to our understanding of the design and
development of games as a medium for emotional rehearsal and
storytelling. Additionally, her dedication to research-informed
design has had a longstanding impact as companies and designers
increasingly rely on audience research and metrics to shape their
practices. The newest in Bloomsbury's Influential Video Game
Designers series, Carly Kocurek highlights the contributions of a
designer whose work has had a profound impact on the development of
both games for girls and empathy games.
This book addresses the role of appropriate, specialized,
structured pedagogy for game-based learning. It is an important
reference for researchers who have carried out studies in the field
of game-based learning with a focus on the digital learning
environment. The educational landscape has dramatically changed in
times of global pandemic urging us to search for new solutions, new
educational pathways, and new agents for knowledge development.
There is a need to support learning by using digital learning
materials during remote learning or distance learning, where
pedagogically structured game-based learning elements can play a
role in motivating students to achieve. Utilizing game-based
learning in education is not new, but this book adds substantially
to the research base of the topic. The book reveals many new
concepts, such as, balancing games and learning, supporting
knowledge development, supporting the development of motivation,
supporting balanced cognitive load in an effort to avoid
ineffective forms of game-based learning
Culture is dependent upon intertextuality to fuel the consumption
and production of new media. The notion of intertextuality has gone
through many iterations, but what remains constant is its stalwart
application to bring to light what audiences value through the
marriages of disparate ideology and references. Videogames, in
particular, have a longstanding tradition of weaving texts together
in multimedia formats that interact directly with players.
Contemporary Research on Intertextuality in Video Games brings
together game scholars to analyze the impact of video games through
the lenses of transmediality, intermediality, hypertextuality,
architextuality, and paratextuality. Unique in its endeavor, this
publication discusses the vast web of interconnected texts that
feed into digital games and their players. This book is essential
reading for game theorists, designers, sociologists, and
researchers in the fields of communication sciences, literature,
and media studies.
Although gaming was once primarily used for personal entertainment,
video games and other similar technologies are now being utilized
across various disciplines such as education and engineering. As
digital technologies become more integral to everyday life, it is
imperative to explore the underlying effects they have on society
and within these fields. Exploring the Cognitive, Social, Cultural,
and Psychological Aspects of Gaming and Simulations provides
emerging research on the societal and mental aspects of gaming and
how video games impact different parts of an individual's life.
While highlighting the positive, important results of gaming in
various disciplines, readers will learn how video games can be used
in areas such as calculus, therapy, and professional development.
This book is an important resource for engineers, graduate-level
students, psychologists, game designers, educators, sociologists,
and academics seeking current information on the effects of gaming
and computer simulations across different industries.
Official lavish in-depth coffee table art book for the first-person
horror adventure game Scorn, inspired by H.R. Giger and Zdzislaw
Beksinski, to be released on Xbox series X/S, Microsoft Windows,
Steam, and Windows Store. In this coffee table hardback, uncover
the concept and vision behind Scorn, alongside insight from the
artists and software designers at Ebb. The game is set in a
nightmarish universe of odd forms and somber tapestry inspired by
the work of H.R. Giger, and designed around the idea of "being
thrown into the world". This lavish book explores the characters,
creatures, weapons, and locations, with maps, user interfaces,
concept art, and original designs. The unsettling biomechanical
environment is a character in itself, and every location reveals
its own theme, puzzles, and characters that are integral in
creating a cohesive lived-in world. "It blends the anatomical and
organic with the mechanical and architectural to create fleshy,
irregular landscapes inhabited by shambling monstrosities" - PC
Gamer magazine
The definitive guide to mastering the essentials behind making,
marketing and promoting product to the world's fastest-growing,
most exciting entertainment business-the $13.5 billion computer and
videogame industry-is finally here. Everything you need to play
with the pros is right at your fingertips. LEARN TO: TOP THE CHARTS
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ENHANCE JOB PERFORMANCE INCLUDES: IN-DEPTH HOW-TO'S EXPERT ADVICE
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