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"Ringbearers" collects together essays by established and
leading figures within Game Studies, each focused on different
aspects of the Massively Multiplayer Online game "The Lord of the
Rings Online."
Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation. -- .
The first in the field to focus on the key aspects of videogames themselves as a distinctive medium, this is a rich and original read for gamers as well as students and researchers of popular culture internationally, which reviews the passionate gamer/game relationship viz all types of games from "Doom" to "EverQuest". Videogames now rival Hollywood cinema in popularity and profits and there are huge followings for titles such as "Tomb Raider" or "The Sims". Exactly what games offer, however, as a distinct form of entertainment, has received scant attention. This book is a valuable contribution to this new field. Its main focus is on key formal aspects of games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Issues examined in detail include the characteristics of gameplay and its relationship with narrative, genre, virtual landscapes, realism, spectacle and sensation. Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture.
From the sanctioned to the forbidden, the suggestive to the blatant, evocations of sex have saturated cinema with a heady distillation of fleshly passions. Whether laced in the rapturous rhetorics of romance or seeking to pack a harder erotic punch, cinematic representations of sex and sexual desire have provided cinema with one of its major attractions. Sex and the Cinema traces the numerous factors and contexts -- artistic, institutional, political and socio-cultural -- that have shaped the way that sex appears in film. How does cinema mediate sex? Why is sex presented often in transgressive terms? What ideals and values inform its depictions? Given that cinematic representations of sex have perhaps caused more controversy than any others, Sex and the Cinema charts the cultural norms and contestations that are often diversely in play and explores forms and themes such as narrative, incest, romance, sado-masochism and 'real' sex. Films discussed include "Don't Look Now," "Intolerance," "The Blue Angel," "Now, Voyager," "Basic Instinct," "Written on the Wind," "Evil Dead II," "Emmanuelle," "A Taste of Honey," and "The Night Porter."
From the sanctioned to the forbidden, the suggestive to the blatant, evocations of sex have saturated cinema with a heady distillation of fleshly passions. Whether laced in the rapturous rhetorics of romance or seeking to pack a harder erotic punch, cinematic representations of sex and sexual desire have provided cinema with one of its major attractions. Sex and the Cinema traces the numerous factors and contexts -- artistic, institutional, political and socio-cultural -- that have shaped the way that sex appears in film. How does cinema mediate sex? Why is sex presented often in transgressive terms? What ideals and values inform its depictions? Given that cinematic representations of sex have perhaps caused more controversy than any others, Sex and the Cinema charts the cultural norms and contestations that are often diversely in play and explores forms and themes such as narrative, incest, romance, sado-masochism and 'real' sex. Films discussed include "Don't Look Now," "Intolerance," "The Blue Angel," "Now, Voyager," "Basic Instinct," "Written on the Wind," "Evil Dead II," "Emmanuelle," "A Taste of Honey," and "The Night Porter."
Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation. -- .
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