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Read online book Gaming Matters : Art, Science, Magic, and the Computer Game Medium by Ken S. McAllister in TXT

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In his 2004 book Game Work , Ken S. McAllister proposed a rigorous critical methodology for the discussion of the “video game complexâ€-the games themselves, their players, the industry that produces them, and those who review and market them. Games, McAllister demonstrated, are viewed and discussed very differently by different factions: as an economic force, as narrative texts, as a facet of popular culture, as a psychological playground, as an ethical and moral force, even as a tool for military training. In Gaming Matters , McAllister and coauthor Judd Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo. In short, what defines the computer game itself as a medium distinct from all others? Each chapter takes up a different fundamental characteristic of the medium. Games are: " Idiosyncratic, and thus difficult to apprehend using the traditional tools of media study " Irreconcilable, or complex to such a degree that developers, players, and scholars have contradictory ways of describing them " Boring, and therefore obligated to constantly make demands on players’ attention " Anachronistic, or built on age-old tropes and forms of play while ironically bound to the most advanced technologies " Duplicitous, or dependent on truth-telling rhetoric even when they are about fictions, fantasies, or lies " Work, or are often better understood as labor rather than play " Alchemical, despite seeming all-too mechanical or predictable Video games are now inarguably a major site of worldwide cultural production. Gaming Matters will neither flatter game enthusiasts nor embolden game detractors in their assessments. But it will provide a vocabulary through which games can be discussed in academic settings and will create an important foundation for future academic discourse., Normal0falsefalsefalseMicrosoftInternetExplorer4In his 2004 book" Game Work," Ken S. McAllister proposed a rigorous critical methodology for the discussion of the video game complex the games themselves, their players, the industry that produces them, and those who review and market them. Games, McAllister demonstrated, are viewed and discussed very differently by different factions: as an economic force, as narrative texts, as a facet of popular culture, as a psychological playground, as an ethical and moral force, even as a tool for military training.In "Gaming Matters," McAllister and coauthor Judd Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo. In short, what defines the computer game itself as a medium distinct from all others? Each chapter takes up a different fundamental characteristic of the medium. Games are: Idiosyncratic, and thus difficult to apprehend using the traditional tools of media study Irreconcilable, or complex to such a degree that developers, players, and scholars have contradictory ways of describing them Boring, and therefore obligated to constantly make demandson players attention Anachronistic, or built on age-old tropes and forms of playwhile ironically bound to the most advanced technologies Duplicitous, or dependent on truth-telling rhetoric even when they are about fictions, fantasies, or lies Work, or are often better understood as labor rather than play Alchemical, despite seeming all-too mechanical or predictableVideo games are now inarguably a major site of worldwide cultural production."Gaming Matters" will neither flatter game enthusiasts nor embolden game detractors in their assessments. But it will provide a vocabulary through which games can be discussed in academic settings and will create an important foundation for future academic discourse."

Ken S. McAllister - Gaming Matters : Art, Science, Magic, and the Computer Game Medium read ebook FB2, TXT

But it was also a world of blood and war, and of immeasurableloss.With her cheetahlike acceleration and lightning-bolt shot, Hamm broke nearly every record in her sport, while galvanizing a whole generation of fans and players.More than 100,000 playable two-to-eight-letter words.Some 27 members of the Society for American Baseball Research (SABR) have collaborated in Nuclear Powered Baseball to tell the stories of each player-past and present-featured in the classic Simpsons episode.The games include: Space Race (steer your rocket through outer-space obstacles back to Earth); Noisy Game (make body noises as you match them with their body parts); Slither and Climb (go up and down as you meet all the animals); Ready, Steady, Disco!Fantasy will set you free.How did he succeed in coming to terms with life as a former Manchester United and Ireland leader and champion, reinvent himself as a broadcaster, and cope with the psychological struggles this entailed?This limited edition set will only be printed once, when it is sold out they will be gone forever!, - The guides will be contained in a unique, high quality box that is The Legend of Zelda(TM) themed and held closed by an embedded magnetic clasp.His smile was animated, but soft and disciplined.Compatible with Rage of Demons storyline: Make characters for use with the Out of the Abyss adventure and fight back the influence of the demon lords in the Underdark below the Sword Coast.Since retiring as a player, Keane has managed Sunderland and Ipswich and become a notably contrarian pundit for ITV.