Video Games: Print Resources
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- Debugging Game History by Henry Lowood; Raiford GuinsISBN: 9780262034197Publication Date: 2016-06-03Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to "debug" the flawed historiography of video games.
- Gaming the Iron Curtain by Jaroslav SvelchISBN: 9780262038843Publication Date: 2018-12-25Drawing from extensive interviews as well as political, economic, and social history, Gaming the Iron Curtain tells a compelling tale of gaming the system, introducing us to individuals who used their ingenuity to be active, be creative, and be heard.
- The Machinima Reader by Henry E. Lowood (Editor); Michael Nitsche (Editor); Matt Kelland; Friedrich Kirschner; Katie Salen TekinbasISBN: 9780262015332Publication Date: 2011-06-03The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners. The contributors include both academics and artist-practitioners. The Machinima Reader extends critical debates originating within the machinima community to a wider audience and provides a foundation for scholarly work from a variety of disciplines. This is the first book to chart the emergence of machinima as a game-based cultural production that spans technologies and media, forming new communities of practice on its way to a history, an aesthetic, and a market.
- Metagaming by Stephanie Boluk; Patrick LeMieuxISBN: 9780816687169Publication Date: 2017-04-04Elegantly defined as "games about games,"metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames.
- Raising the Stakes by T. L. TaylorISBN: 9780262301268Publication Date: 2012-03-23In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming.
- Zones of Control by Pat Harrigan (Editor); Matthew G. Kirschenbaum (Editor); James F. Dunnigan (Foreword by)ISBN: 9780262033992Publication Date: 2016-04-15Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming's past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics.
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