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Books > Science & Mathematics > Mathematics > Optimization > Game theory
Through analysis of three case study videogames – Left 4 Dead 2,
DayZ and Minecraft – and their online player communities, Digital
Zombies, Undead Stories develops a framework for understanding how
collective gameplay generates experiences of narrative, as well as
the narrative dimensions of players’ creative activity on social
media platforms. Narrative emergence is addressed as a powerful
form of player experience in multiplayer games, one which makes
individual games’ boundaries and meanings fluid and negotiable by
players. The phenomenon is also shown to be recursive in nature,
shaping individual and collective understandings of videogame texts
over time. Digital Zombies, Undead Stories focuses on games
featuring zombies as central antagonists. The recurrent figure of
the videogame zombie, which mediates between chaos and rule-driven
predictability, serves as both metaphor and mascot for narrative
emergence. This book argues that in the zombie genre, emergent
experiences are at the heart of narrative experiences for players,
and more broadly demonstrates the potential for the phenomenon to
be understood as a fundamental part of everyday play experiences
across genres.
Economists often look at markets as given, and try to make
predictions about who will do what and what will happen in these
markets Market design, by contrast, does not take markets as given;
instead, it combines insights from economic and game theory
together with common sense and lessons learned from empirical work
and experimental analysis to aid in the design and implementation
of actual markets In recent years the field has grown dramatically,
partially because of the successful wave of spectrum auctions in
the US and in Europe, which have been designed by a number of
prominent economists, and partially because of the increase use of
the Internet as the platform over which markets are designed and
run There is now a large number of applications and a growing
theoretical literature. The Handbook of Market Design brings
together the latest research from leading experts to provide a
comprehensive description of applied market design over the last
two decades In particular, it surveys matching markets:
environments where there is a need to match large two-sided
populations to one another, such as medical residents and
hospitals, law clerks and judges, or patients and kidney donors It
also examines a number of applications related to electronic
markets, e-commerce, and the effect of the Internet on competition
between exchanges
What is a game? Classically, a game is perceived as something
played by human beings. Its mathematical analysis is
human-centered, explores the structures of particular games,
economic or social environments and tries to model supposedly
'rational' human behavior in search of appropriate 'winning
strategies'. This point of view places game theory into a very
special scientific corner where mathematics, economics and
psychology overlap and mingle.This book takes a novel approach to
the subject. Its focus is on mathematical models that apply to game
theory in particular but exhibit a universal character and thus
extend the scope of game theory considerably.This textbook
addresses anyone interested in a general game-theoretic view of the
world. The reader should have mathematical knowledge at the level
of a first course in real analysis and linear algebra. However,
possibly more specialized aspects are further elaborated and
pointers to relevant supplementary literature are given. Moreover,
many examples invite the reader to participate 'actively' when
going through the material. The scope of the book can be covered in
one course on Mathematical Game Theory at advanced undergraduate or
graduate level.
A host of digital affordances, including reduced cost production
tools, open distribution platforms, and ubiquitous connectivity,
have engendered the growth of indie games among makers and users,
forcing critics to reconsider the question of who makes games and
why. Taking seriously this new mode of cultural produciton compells
analysts to reconsider the blurred boundaries and relations of
makers, users and texts as well as their respective relationship to
cultural power and hierarchy. The contributions to Indie Games in
the Digital Age consider these questions and examine a series of
firms, makers, games and scenes, ranging from giants like Nintendo
and Microsoft to grassroots games like Cards Against Humanity and
Stardew Valley, to chart more precisely the productive and
instructive disruption that this new site of cultural production
offers.
Many of today's most commercially successful videogames, from Call
of Duty to Company of Heroes, are war-themed titles that play out
in what are framed as authentic real-world settings inspired by
recent news headlines or drawn from history. While such games are
marketed as authentic representations of war, they often provide a
selective form of realism that eschews problematic, yet salient
aspects of war. In addition, changes in the way Western states wage
and frame actual wars makes contemporary conflicts increasingly
resemble videogames when perceived from the vantage point of
Western audiences. This interdisciplinary volume brings together
scholars from games studies, media and cultural studies, politics
and international relations, and related fields to examine the
complex relationships between military-themed videogames and
real-world conflict, and to consider how videogames might deal with
history, memory, and conflict in alternative ways. It asks: What is
the role of videogames in the formation and negotiation of cultural
memory of past wars? How do game narratives and designs position
the gaming subject in relation to history, war and militarism? And
how far do critical, anti-war/peace games offer an alternative or
challenge to mainstream commercial titles?
The newest addition to our Influential Video Game Designers series
explores the work of Todd Howard, executive producer at Bethesda
Studios, known for how he consistently pushes the boundaries of
open-world gaming and player agency. Howard’s games create worlds
in which players can design their own characters and tell their own
stories. While many games tell the story of the game’s main
character, Todd Howard’s worldbuilding approach to game design
focuses more on telling the story of the game’s world, whether it
be the high fantasy environments of the Elder Scrolls series or the
post-apocalyptic wasteland of the Fallout series. This focus on
sculpting the world allows for remarkable amounts of player freedom
and choice in an expansive game environment by creating a landscape
rich with open opportunity. Drawing on both academic discussions of
narrative, world design, and game design, as well as on officially
released interviews, speeches, and presentations given by Howard
and other designers at Bethesda Games, Wendi Sierra highlights
three core areas set Howard’s design perspective apart from other
designers: micronarratives, iterative design, and the sharing of
design tools. Taken as a whole, these three elements demonstrate
how Howard has used a worldbuilding perspective to shape his games.
In doing so, he has impacted not only Bethesda Studios, but also
the landscape of game design itself.
The description for this book, Advances in Game Theory. (AM-52),
will be forthcoming.
The description for this book, Contributions to the Theory of Games
(AM-40), Volume IV, will be forthcoming.
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