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Books > Science & Mathematics > Mathematics > Optimization > Game theory
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.
Simple games are mathematical structures inspired by voting
systems in which a single alternative, such as a bill, is pitted
against the status quo. The first in-depth mathematical study of
the subject as a coherent subfield of finite combinatorics--one
with its own organized body of techniques and results--this book
blends new theorems with some of the striking results from
threshold logic, making all of it accessible to game theorists.
Introductory material receives a fresh treatment, with an emphasis
on Boolean subgames and the Rudin-Keisler order as unifying
concepts. Advanced material focuses on the surprisingly wide
variety of properties related to the weightedness of a game.
A desirability relation orders the individuals or coalitions of
a game according to their influence in the corresponding voting
system. As Taylor and Zwicker show, acyclicity of such a relation
approximates weightedness--the more sensitive the relation, the
closer the approximation. A trade is an exchange of players among
coalitions, and robustness under such trades is equivalent to
weightedness of the game. Robustness under trades that fit some
restrictive exchange pattern typically characterizes a wider class
of simple games--for example, games for which some particular
desirability order is acyclic. Finally, one can often describe
these wider classes of simple games by weakening the total
additivity of a weighting to obtain what is called a
pseudoweighting. In providing such uniform explanations for many of
the structural properties of simple games, this book showcases
numerous new techniques and results.
The genre of adventure games is frequently overlooked. Lacking the
constantly-evolving graphics and graphic violence of their
counterparts in first-person and third-person shooters or
role-playing games, they are often marketed to and beloved by
players outside of mainstream game communities. While often
forgotten by both the industry and academia, adventure games have
had (and continue to have) a surprisingly wide influence on
contemporary games, in categories including walking simulators,
hidden object games, visual novels, and bestselling titles from
companies like Telltale and Campo Santo. In this examination of
heirs to the genre's legacy, the authors examine the genre from
multiple perspectives, connecting technical analysis with critical
commentary and social context. This will be the first book to
consider this important genre from a comprehensive and
transdisciplinary perspective. Drawing upon methods from platform
studies, software studies, media studies, and literary studies,
they reveal the genre's ludic and narrative origins and patterns,
where character (and the player's embodiment of a character) is
essential to the experience of play and the choices within a game.
A deep structural analysis of adventure games also uncovers an
unsteady balance between sometimes contradictory elements of story,
exploration, and puzzles: with different games and creators
employing a multitude of different solutions to resolving this
tension.
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?
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