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Video games are considered by many to be just
entertainment-essentially void of skillful, artistic intervention.
But as any gamer knows, there's incredible technical and graphic
talent behind even a flickering Gameboy screen. You may have never
heard Shigeru Miyamoto's name, but you've probably spent many a
lazy afternoon absorbed in his work. Joining Nintendo as a video
game designer in the late 1970s, Miyamoto created the powerhouse
franchises Super Mario Bros., The Legend of Zelda, and Donkey
Kong-games so ubiquitous that Miyamoto was named one of TIME's 100
Most Influential People in 2007. Combining critical essays with
interviews, bibliographies, and striking visuals, Shigeru Miyamoto
unveils the artist behind thousands of glowing gaming screens,
tracing out his design decisions, aesthetic preferences, and the
material conditions that shaped his work. With this incredible (and
incredibly unknown) figure, series editors Jennifer DeWinter and
Carly Kocurek launch the Influential Video Game Designers series,
at last giving these artists the recognition they deserve.
Recent years have seen an increase in public attention to identity
and representation in video games, including journalists and
bloggers holding the digital game industry accountable for the
discrimination routinely endured by female gamers, queer gamers,
and gamers of color. Video game developers are responding to these
critiques, but scholarly discussion of representation in games has
lagged far behind. Gaming Representation examines portrayals of
race, gender, and sexuality in a range of games, from casuals like
Diner Dash, to indies like Journey and The Binding of Isaac, to
mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The
Last of Us, and Max Payne franchises. Arguing that representation
and identity function as systems in games that share a stronger
connection to code and platforms than it may first appear, the
contributors to this volume push gaming scholarship to new levels
of inquiry, theorizing, and imagination.
This book analyzes the effect of policy on the digital game
complex: government, industry, corporations, distributors, players,
and the like. Contributors argue that digital games are not created
nor consumed outside of the complex power relationships that
dictate the full production and distribution cycles, and that we
need to consider those relationships in order to effectively "read"
and analyze digital games. Through examining a selection of
policies, e.g. the Australian government's refusal (until recently)
to allow an R18 rating for digital games, Blizzard's policy in
regards to intellectual property, Electronic Arts' corporate policy
for downloadable content (DLC), they show how policy, that is to
say the rules governing the production, distribution and
consumption of digital games, has a tangible effect upon our
understanding of the digital game medium.
Taking as its point of departure the fundamental observation that
games are both technical and symbolic, this collection investigates
the multiple intersections between the study of computer games and
the discipline of technical and professional writing. Divided into
five parts, Computer Games and Technical Communication engages with
questions related to workplace communities and gamic simulations;
industry documentation; manuals, gameplay, and ethics; training,
testing, and number crunching; and the work of games and gamifying
work. In that computer games rely on a complex combination of
written, verbal, visual, algorithmic, audio, and kinesthetic means
to convey information, technical and professional writing scholars
are uniquely poised to investigate the intersection between the
technical and symbolic aspects of the computer game complex. The
contributors to this volume bring to bear the analytic tools of the
field to interpret the roles of communication, production, and
consumption in this increasingly ubiquitous technical and symbolic
medium.
This book analyzes the effect of policy on the digital game
complex: government, industry, corporations, distributors, players,
and the like. Contributors argue that digital games are not created
nor consumed outside of the complex power relationships that
dictate the full production and distribution cycles, and that we
need to consider those relationships in order to effectively "read"
and analyze digital games. Through examining a selection of
policies, e.g. the Australian government's refusal (until recently)
to allow an R18 rating for digital games, Blizzard's policy in
regards to intellectual property, Electronic Arts' corporate policy
for downloadable content (DLC), they show how policy, that is to
say the rules governing the production, distribution and
consumption of digital games, has a tangible effect upon our
understanding of the digital game medium.
Taking as its point of departure the fundamental observation that
games are both technical and symbolic, this collection investigates
the multiple intersections between the study of computer games and
the discipline of technical and professional writing. Divided into
five parts, Computer Games and Technical Communication engages with
questions related to workplace communities and gamic simulations;
industry documentation; manuals, gameplay, and ethics; training,
testing, and number crunching; and the work of games and gamifying
work. In that computer games rely on a complex combination of
written, verbal, visual, algorithmic, audio, and kinesthetic means
to convey information, technical and professional writing scholars
are uniquely poised to investigate the intersection between the
technical and symbolic aspects of the computer game complex. The
contributors to this volume bring to bear the analytic tools of the
field to interpret the roles of communication, production, and
consumption in this increasingly ubiquitous technical and symbolic
medium.
Video games are considered by many to be just
entertainment-essentially void of skillful, artistic intervention.
But as any gamer knows, there's incredible technical and graphic
talent behind even a flickering Gameboy screen. You may have never
heard Shigeru Miyamoto's name, but you've probably spent many a
lazy afternoon absorbed in his work. Joining Nintendo as a video
game designer in the late 1970s, Miyamoto created the powerhouse
franchises Super Mario Bros., The Legend of Zelda, and Donkey
Kong-games so ubiquitous that Miyamoto was named one of TIME's 100
Most Influential People in 2007. Combining critical essays with
interviews, bibliographies, and striking visuals, Shigeru Miyamoto
unveils the artist behind thousands of glowing gaming screens,
tracing out his design decisions, aesthetic preferences, and the
material conditions that shaped his work. With this incredible (and
incredibly unknown) figure, series editors Jennifer DeWinter and
Carly Kocurek launch the Influential Video Game Designers series,
at last giving these artists the recognition they deserve.
Recent years have seen an increase in public attention to identity
and representation in video games, including journalists and
bloggers holding the digital game industry accountable for the
discrimination routinely endured by female gamers, queer gamers,
and gamers of color. Video game developers are responding to these
critiques, but scholarly discussion of representation in games has
lagged far behind. Gaming Representation examines portrayals of
race, gender, and sexuality in a range of games, from casuals like
Diner Dash, to indies like Journey and The Binding of Isaac, to
mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The
Last of Us, and Max Payne franchises. Arguing that representation
and identity function as systems in games that share a stronger
connection to code and platforms than it may first appear, the
contributors to this volume push gaming scholarship to new levels
of inquiry, theorizing, and imagination.
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