Gaming at the Edge

Gaming at the Edge
Author :
Publisher : U of Minnesota Press
Total Pages : 344
Release :
ISBN-10 : 9781452943442
ISBN-13 : 1452943443
Rating : 4/5 (42 Downloads)

Book Synopsis Gaming at the Edge by : Adrienne Shaw

Download or read book Gaming at the Edge written by Adrienne Shaw and published by U of Minnesota Press. This book was released on 2015-01-01 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.

Queer Game Studies

Queer Game Studies
Author :
Publisher : U of Minnesota Press
Total Pages : 336
Release :
ISBN-10 : 9781452954639
ISBN-13 : 1452954631
Rating : 4/5 (39 Downloads)

Book Synopsis Queer Game Studies by : Bonnie Ruberg

Download or read book Queer Game Studies written by Bonnie Ruberg and published by U of Minnesota Press. This book was released on 2017-03-28 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have developed into a rich, growing field at many top universities, but they have rarely been considered from a queer perspective. Immersion in new worlds, video games seem to offer the perfect opportunity to explore the alterity that queer culture longs for, but often sexism and discrimination in gamer culture steal the spotlight. Queer Game Studies provides a welcome corrective, revealing the capacious albeit underappreciated communities that are making, playing, and studying queer games. These in-depth, diverse, and accessible essays use queerness to challenge the ideas that have dominated gaming discussions. Demonstrating the centrality of LGBTQ issues to the gamer world, they establish an alternative lens for examining this increasingly important culture. Queer Game Studies covers important subjects such as the representation of queer bodies, the casual misogyny prevalent in video games, the need for greater diversity in gamer culture, and reading popular games like Bayonetta, Mass Effect, and Metal Gear Solid from a queer perspective. Perfect for both everyday readers and instructors looking to add diversity to their courses, Queer Game Studies is the ideal introduction to the vast and vibrant realm of queer gaming. Contributors: Leigh Alexander; Gregory L. Bagnall, U of Rhode Island; Hanna Brady; Mattie Brice; Derek Burrill, U of California, Riverside; Edmond Y. Chang, U of Oregon; Naomi M. Clark; Katherine Cross, CUNY; Kim d’Amazing, Royal Melbourne Institute of Technology; Aubrey Gabel, U of California, Berkeley; Christopher Goetz, U of Iowa; Jack Halberstam, U of Southern California; Todd Harper, U of Baltimore; Larissa Hjorth, Royal Melbourne Institute of Technology; Chelsea Howe; Jesper Juul, Royal Danish Academy of Fine Arts; merritt kopas; Colleen Macklin, Parsons School of Design; Amanda Phillips, Georgetown U; Gabriela T. Richard, Pennsylvania State U; Toni Rocca; Sarah Schoemann, Georgia Institute of Technology; Kathryn Bond Stockton, U of Utah; Zoya Street, U of Lancaster; Peter Wonica; Robert Yang, Parsons School of Design; Jordan Youngblood, Eastern Connecticut State U.

Drawing Basics and Video Game Art

Drawing Basics and Video Game Art
Author :
Publisher : Watson-Guptill
Total Pages : 242
Release :
ISBN-10 : 9780823098484
ISBN-13 : 0823098486
Rating : 4/5 (84 Downloads)

Book Synopsis Drawing Basics and Video Game Art by : Chris Solarski

Download or read book Drawing Basics and Video Game Art written by Chris Solarski and published by Watson-Guptill. This book was released on 2012-09-18 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book supports my own 30-year crusade to demonstrate that games are an art form that undeniably rivals traditional arts. It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc. "Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf." — Marc Mason, Comics Waiting Room Video games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium. Also available as an eBook

Finding the Edge

Finding the Edge
Author :
Publisher : University of Nevada, Reno Bureau of Business & Economic Research
Total Pages : 472
Release :
ISBN-10 : IOWA:31858039026285
ISBN-13 :
Rating : 4/5 (85 Downloads)

Book Synopsis Finding the Edge by : Olaf Vancura

Download or read book Finding the Edge written by Olaf Vancura and published by University of Nevada, Reno Bureau of Business & Economic Research. This book was released on 2000 with total page 472 pages. Available in PDF, EPUB and Kindle. Book excerpt: This text gives information on the current status of gambling and the issues that arise with the existence of legal commercial gaming. It provides an analysis of a variety of gambling opportunities, including studies in sports and horse-race betting, video poker, roulette and craps.

Gaming at the Edge

Gaming at the Edge
Author :
Publisher :
Total Pages : 304
Release :
ISBN-10 : 0816693161
ISBN-13 : 9780816693160
Rating : 4/5 (61 Downloads)

Book Synopsis Gaming at the Edge by : Adrienne Shaw

Download or read book Gaming at the Edge written by Adrienne Shaw and published by . This book was released on 2015-01-01 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.

Enterprise Information Systems

Enterprise Information Systems
Author :
Publisher : Springer Nature
Total Pages : 296
Release :
ISBN-10 : 9783031647550
ISBN-13 : 3031647556
Rating : 4/5 (50 Downloads)

Book Synopsis Enterprise Information Systems by : Joaquim Filipe

Download or read book Enterprise Information Systems written by Joaquim Filipe and published by Springer Nature. This book was released on with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt:

The Business and Culture of Digital Games

The Business and Culture of Digital Games
Author :
Publisher : SAGE
Total Pages : 198
Release :
ISBN-10 : 1412900476
ISBN-13 : 9781412900478
Rating : 4/5 (76 Downloads)

Book Synopsis The Business and Culture of Digital Games by : Aphra Kerr

Download or read book The Business and Culture of Digital Games written by Aphra Kerr and published by SAGE. This book was released on 2006-04-06 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.